Skill System ============ Common Difficulty Modifier Table Difficulty Range Diff Basic Grappling Range 5 Easy Melee Range 10 Average 1x Range 15 Tough 2x Range 20 Challenging 4x Range 25 Formidable 8x Range 30 Heroic 16x Range 35 Difficult 32x Range 40 Nearly Impossible 64x Range 45 Q: What are the basic rules for making a skill roll? A: A successful skill roll requires: Stat + Skill Level + 1d20 vs Diff (or opposing roll) Q: What are the rules for critical failures and successes? A: Critical failures: A roll of 1 always fails. if normally this roll wouldn't fail then it is just a failure, otherwise it is a critical failure. Critical Success: A roll of 20, is an expert roll(+1d20) and work is the highest quality. Q: How do I use IP to improve a skill? A: Combat ====== Q: How long is a round? A: ~6 seconds. Each round a character gets one(1) Full-round action, one(1) Swift action and any number of Free actions. Any number of Free actions may be taken, but only one of a given type per round( i.e. only 1 single step per round), most of which can only be done on your turn. A Full-round action can be traded for one(1) Move action and one(1) Standard action. A Standard action may be traded for one(1) additional Move action. A Move action may be traded for a Swift Action. A Swift action is like a Free action, but limited to one per round. An Immediate action is a Swift action, but can be used on another characters turn. Each round a character may take one Attack of Opportunity if provoked by an opponent. Q: How far can a character move in a round? A: Base Foot Speed = 9 + (Running + AGI)/2 yards Base Swim Speed = (18 +Swimming + AGI)/8 yards Single Step(Free action): 1 space Standard (Move action): Move 1x Base speed along any path Charge (Move action): Move 2x Base speed in a straight line (charge attack +2 hit, +2 to be hit) Jog (Full-round action): Move 2x Base speed along any path Run (Full-round action): Move 4x Base speed in a straight line Q: How big should squares/hexes be if I'm using miniatures? A: For person to person combat 2 yards. In larger scale battles larger scales may be better. Q: How many attacks does a character get a Round? or How long does it take to attack? A: Usually a character will make one move and one standard (attack) action each round. Feats, abilities and situational modifies may change this. A character devoting a full round action to attacks may make multiple attacks. The number of attacks and modifier used is based on skill level. Ranks 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 Attack 1 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 1 MOD 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 2 MOD NA NA NA NA NA NA 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 3 MOD NA NA NA NA NA NA NA NA NA NA NA 1 2 3 4 5 6 7 8 9 10 11 12 4 MOD NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA 1 2 3 4 5 6 7 5 MOD NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA NA 1 2 Q: Who goes first in combat? A: Every one should make a Cunning+Initiative roll. Then the order is highest to lowest. Each character can take his actions on his turns. If he gets multiple attacks per round, he only takes one attack taking the remaining attacks in initiative order. A character can ready any of his actions for use in the round based on a upcoming condition. If the condition occurs, the character can take the action of lose the readied action. A character who performs readied actions retains his place in initiative. If it comes around to his turn in the next round without using the action it is lost. A character can delay his turn until later in the initiative. However he remains in that later slot. Q: How far can my weapon fire? A: In general, missle weapons can be used out to 10 range increments. Thrown weapons can be used out to a number of range increments equal to the throwers Str + Size + 1 for every 5 ranks in the Throw skill. Q: What are Light Levels? A: These are the levels of available light in a location. When transitioning between differently lit areas, it takes 1d6 rounds to adjust during which they take a -2 situational modifier per level of light change beyond one. Intensely Brilliant - Blindingly bright, Snow blindness conditions Brightly Lit-Daylight - Sunny day Well Lit-Cloudy - Overcast day or inside building with ample windows and lighting Shadowy - unlit Basement, shallow cave, Forest at night. Darkness - Total darkness, no light Q: How does this interact with other types of Vision? A: A character with an alternative form of vision can treats the category as listed in the table below. If multiple form of vision are available The character can switch between them, but it takes 1d6 rounds to adjust during they have a -2 situational modifier while they adjust. "Normal" Vision Intense Bright Well Shadowy Darkness Low Light Vision Intense Bright Well Well Darkness Darkvision Blind Intense Bright Well Shadowy Blind sight Well Well Well Well Well Q: What is the effect of Cover and Concealment A: Cover and Concealment provide bonuses to defense. The bonuses do not stack, only the highest of all Cover or Concealment bonus is applied. This includes the Cover bonus provided by a shield. The Cover (but not Concealment) bonus also applies to Reflex saves. Concealment can be because the target is behind an easily penetrable cover (shooting a target behind a curtain) or it is a complicated combination of distance and visibility (target is running into a smoke filled room). Cover Quality Bonus None 0 Poor(25%) +2 Standard(50%) +4 Can attempt to hide assuming not transparent cover Good(90%) +8 Total Cannot be directly attacked, blasts may bypass cover, touch attacks may still have an effect if holding cover Concealment Bonus None 0 Poor(25%) +1 Standard(50%) +2 Can attempt to hide Good(90%) +4 Total +8 Must guess targets location Examples Light Level vs Distance Concealment Intense Bright Well Shadowy Darkness None Beyond Beyond Grapple Poor Grapple Standard Beyond Grapple Good 1 space Total Beyond Beyond Examples Concealment vs Distance Concealment Blind Invisible Dense Smoke/Fog Foliage None Grapple Grapple Poor 2 space Standard Grapple Grapple 1 space 12 m Good Beyond Total Beyond Beyond Beyond Q: Can I treat Cover as Concealment? A: Yes. You can treat cover as concealment effectively halving the bonus it provides, but if you hit you must now penetrate the DR of the cover. If there is a reason the cover doesn't provide concealment, such as it is transparent, then the penalty can be completely ignored if the attacker is willing to penetrate the DR. Q: Can armor be treated as Cover? A: Yes. At the GMs discression an attack may attempt to bypass the DR of a targets armor by treating it as cover. Most armor provides at least Good Cover, All armor provides at least Standard cover. Woven armor, such as paddded, chain or kevlar, may provide a +16 cover bonus. Environmental Armor may overall provide Total cover. Layered plate armor will usually have joints that will at least allow the attacker to treat the outer layer as cover. This only can be used with aimed shots. Explosives and Suppressive Fire cannot ignore armor this way. Q: What are the rules for Full Automatic weapon firing? A: See Rapid Shot and Multi shot feat Q: What about suppressive fire? A: Suppressive fire allows an attacker, or a coordinated group or attackers, to fire into a fire zone rather than at a specific target. All occupants of the fire zone must make a Dodge save to avoid being hit. The DC of this save is 5 + (total number of rounds in fire zone) divided by number of spaces in the fire zone times the number of spaces the target occupies. For every two points the save is missed by one round hits and does base weapon damage. Q: How do shotguns work? A: When loaded with slugs they act like all other Target weapons. When loaded with shot they act differently instead of getting a penalty to hit with range they instead get a penalty to damage. all attacks are made against 1x Range and any increases to difficulty are instead subtracted from damage. Q: What are the rules for using two weapons at once? A: See Ambidexterity and Two Weapon feats Q: How do grenades and splash weapons work? A: Aim for a space, normally DC 15. Radius starts on random corner for each 5 over DC removes one possible corner. Radius 1m effects only target space. If you fail the grenade lands 1 space + 1 space for every 5 under the DC away from the target space, and doesn't detonate until the start of your next turn. A missed grenade can be picked up and thrown back, the base DC goes up by 5 and any fail is a critical failure. A critical failure always results in friendly fire, possibly even detonating at the origin. Everyone in the blast gets a Roll Check vs the DC of the effect to half damage. Defensive Actions ================= Q: What are the Defensive Actions and when can I use them? A: The default defensive action is the Agi based Dodge skill. Explosives and area affects may grant a Roll check to reduce damage. Normally ranged attacks cannot be dodged. Suppressive fire already being an exception to that. Feats unlock other Defensive actions including counter attacks. One notable example is the parry feats such as Shield Proficiency that unlocks the ability to parry with an otherwise unused offhand weapon. Q: There must be some way I can Dodge bullets? please? A: At the GM discression, you may take a Dive for cover action. This is a move action. This does not provoke an attack of opportunity if someelse is firing into melee. You can allocate your next move action, if you don't have any remaining actions this turn. If you do so, your character cannot take actions of any kind (including free actions) until the move action has been spent. You get a dodge check against the first missle attack against you. As part of the dive you land prone in any space you can jump to. if you choose a spot that grants standard cover (+4) and you are now prone (+4) that grants +8 to furture attempts to fire at you until you move out of cover or stand up. Q: How does parry work? If you have one of the parry feats, Shield Proficiency, Blocking Parry, or Deflecting Parry, you may make a parry check using STR or DEX depending on type of parry feat and either the parry skill or the appropriate weapon skill instead of a dodge roll. Q: What are the bonuses for using different items to parry? A: The following modifiers are applied to whatever skill is used to parry. Shield see Armor section Parrying weapon(Tonfa, Sai, Main-Gauche) +1 Melee Weapon or Unarmed vs Unarmed 0 Missile Weapon -1 Unarmed vs Weapon -2 Damage ====== Q: What influence does size have on damage? A: The Size Table below shows the different size categories. Most characters are size level 0. If different apply the DAM multiplier to the damage the character does and divide all incoming damage by DAM. Q: What are the Damage Types? A: The Damage Types are Type Examples: Crash Damage (CD) Blunt, Scrape, Crash Blade Damage (BD) Slash, Pierce, Cut Gun Damage (GD) Firearms, Explosives Energy Damage(ED) Heat, Energy, Fire Caustic(AED) Acid, Solvents Heat(HED) Fire, Energy Weapons Cold(CED) Ice Water Electricity(EED) Lightning Pressure(WED) Sonic, Wind, Pressure Waves Deprivation(DED) Dessication, Starvation, Suffocation, Neglect Negative Energy(NED) Death, Destruction Positive Energy(PED) Life, Creation Transendental(TED) Divine, Force Subdual Damage(SD) Stun, Knockout Subdual Crash(SCD) Punch, Sap Subdual Energy(SED) Stun Blaster, Taser Q: What are the available damage modifiers? A: Melee Weapons (and other Str based attacks): Before attacking any amount of to hit, up to number of ranks in (Power Attack + Str) , may be set aside to do extra damage (i.e. -4 to hit, +4 damage). Range Weapons (and other Dex based attacks): Before attacking any amount of to hit, up to number of ranks in (Precision Attack + Dex) , may be set aside to do extra damage (i.e. -4 to hit, +4 damage). Excess To Hit: For every 4 the attack exceeds the defense by the attack does an extra point of damage. (Attack Roll 32 vs Defense 25 => (32-25)/4 => +1 ) Q: How is damage rolled? A: The base weapon or effect damage is added to the modifiers above or any other bonuses. The total damage is then converted to a number of six sided dice by rolling 1d6 for every 3 points and then adding in any left over points. Example say a character is using a long sword that does 4 points of damage, they power attack for 3 more and hit by 5 for 1 more point. That makes the total 8 (4+3+1), which maps to 2d6+2 damage on the attack. Q: How much damage can a character take? A: Option 1: Hit points = Level + End + Toughness skill Option 2: Total damage Taken vs Toughness Roll Option 3: DC 10 + damage Taken vs Toughness Roll >> Health levels Q: What happens when a character is stunned? A: Make a Stun Recovery roll on the following Table (don't forget to take into account endurance modifiers): Stun Recovery 40+ Target shakes off effects loses half of remaining AT. 25-39 Target is minorly stunned for 1 round loses all AT. -5 to all skills. 20-24 Target is majorly stunned for 1d6 round loses all AT. -5 to all skills. 15-19 Target is rendered unconscious 2d6 rounds then re-roll(+10). 1-14 Target slips into a coma. If result of stun attack treat as unconscious. 0- Target dies. If result of stun attack or re-roll target is in a coma. Q: What are rules governing comas? A: Every hour in a coma the character takes an additional point of damage straight to Endurance. To recover from a coma requires medical attention. First the character must be stabilized: Medical roll vs 10 + Neg Endurance + 5 per failed stabilization attempt After being stabilized the character heals normally. At anytime after being stabilized the character can attempt there first Coma Recovery roll: Coma Recovery 21+ Character wakes up. 15-20 If fully healed wake up, else re-roll(+5) when fully healed. 10-14 Wait 1 week then Re-roll 5-9 Wait 1 Month then Re-roll(-5) 1-4 Wait 1 year then Re-roll(+1) 0- Character dies. Q: How can a character die? A: Some of the more common ways include: - the above stun/coma rules - certain toxins may kill outright - any hit that uses up all AT against a unconscious/comatose opponent. Q: How quickly does a character heal? A: Every day the character can divide up to Recovery Rate points between Toughness, PSI and END. Note Toughness must be full before any points can go to END. Each successful medical check on a character gives an addition 3 points for Toughness or END . A low END may mean that medical assistance is needed for any healing to take place (Recovery Rate < 1) however negative values are ignored. Other skills may also be used to recover PSI. Q: How many medical checks can a character benefit from per day? A: The number of medical rolls per day that a character can take advantage of depends on the medical facilities available. Anyone with Medical can try twice a day on any 1 patient(figure about 20 minutes per roll) Fac. Max number of medical successes per day none 1(can only try once though) First Aid 1 Hospital 2 Cutting Edge 3 Other rules: Diseases Weather Reaction Statuses Fire Intensity: Candle(1), Campfire(1d6), Housefire(2d6), Towering inferno(5d6), Wild Fire(10d6) Wind Speed: Still (<1kph), Light(<8kph), Moderate(<16kph), Strong(<30kph), Severe(<60kph), Windstorm(<120kph), Hurricane(<240kph), Tornado(<500Kph) 1 16 32 48 80(64) 120(128) 280(256) 482(512) Combat: 1d20 if > weapon crit + 1d20 then + HIT - 10 - Dodge if >= 0 else miss + Damage - Armor if >=0 else deflected reduce Armor by 1 - Toughness* if >=0 else soaked take damage to health levels 20 Health Levels hits per HL based on size level if a Health Level boundary is crossed make a stun check if stunned make a coma check if comatose make a death check HIT = DEX MOD + Skill or STR MOD + Skill Dodge = AGI MOD + Skill Toughness = END MOD + Class Mod *Quickness = AGI/2 Damage = Weapon Damage or STR MOD + Weapon Damage Armor = AV of armor versus damage type Skill Level Actions Per Full Round Multiplier +0 +0 x1 +1 +1 x1.5 +2 +2 x2 +3 +3 x3 +4 +4 x4 +5 +5 x5.5 +6 +6/+1 x8 +7 +7/+2 x10 +8 +8/+3 x15 +9 +9/+4 x20 +10 +10/+5 x30 +11 +11/+6/+1 x45 +12 +12/+7/+2 x65 +13 +13/+8/+3 x90 +14 +14/+9/+4 x150 +15 +15/+10/+5 x200 +16 +16/+11/+6/+1 x250 +17 +17/+12/+7/+2 x350 +18 +18/+13/+8/+3 x500 +19 +19/+14/+9/+4 x700 +20 +20/+15/+10/+5 x1000 +21 +21/+16/+11/+6/+1 x1500