Rule Thread 06 -Other Rules

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Lazarus
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Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:48 pm

Post 2 = Health, Resilience, Trauma, and Death.
Post 3 = Dealing with injuries.
Post 4 = Combat.
Post 5 = botch rule, unconsciousness Death Save penalty.
Post 6 = Special Weapons (update needed).
Post 7 = Advanced Combat Options.
Post 8 = Jumping.
Post 9 = Worn armour.
Post 10= Lockpicking.
Post 11= Stealth in combat.
Post 12= Reserve actions.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:48 pm

Health

The basic factor is your Health score, most people will have around 20, but it can go anywhere from 8-28 for a starting character. With Trait increases, and possibly Abilities it could go much higher.

Considering that 20 health average, most people can take multiple hits and remain standing. If health does hit 0 the character goes unconscious, at minus the full health the character dies, and at minus three times the full health the character is beyond hope of modern medical aid.

So a normal character with 20 health loses consciousness after 20 damage, dies after 40, and requires something on the level of a Provider Clinic after 60.

Characters can regain 1hp an hour from natural healing.

Resilience, Trauma, and Death.

Most injuring effects will also cause saving throws, or in some cases the saving throws are the actual attack, and the damage is only rolled to see if the attack penetrates armour. The three Derived stats relevant to physical harm are Resilience, Trauma, and Death saves.

Saves most often follow the pattern of dc6 for a single save, dc9 if it's two saves, dc12 for three, and so on adding 3 to the dc for each additional save. If for some reason an attack has an additional saving throw of a different type, the first of the new saves is at the dc of the last save of the previous type.

Unarmed attacks are usually the only attacks where the attacker can choose which of the three saving throws is used, weapons, and abilities usually have fixed save types.

One failure on Resilience or Trauma will usually render the subject unconscious, but also usually run a risk of death.
Two failures or a botch during the same chain of Resilience or Trauma checks requires a death save at the same DC as the check that required the Death save
One failure on Death saves will 'maim' a character. Two failures or a botch cause a 'death'.

Brushes with death can be invigorating. Death Save is the only Derived Stat that rolls d12 by default, If 11 or 12 is rolled, the character can (if possible) bank the extra Edge, or use it by the end of their next turn. It can be used to help subsequent saving throws. Players can also have standing orders with the dm to add an Edge die to Death Saves over a chosen dc.

Save damage usually relates to the d6 of the attack, and gets listed separate from a characters health score.
R&T failures roll the d6's, and the result is how many 10 minute blocks the victim is unconscious.
Main Death save maiming causes a penalty based on the strike location (such as blinded in an eye, or limping), and adds max damage (6 for a d6, 12 for 2d6, etc).
Main Death save death adds 3 times the max damage (18 for a d6, 36 for 2d6, etc), and the character will die altogether if not treated quickly.
R&T Death save maiming causes a 'complication' such as coma, and adds the same dice in damage.
R&T Death save death adds 3 times the dice in damage, and the character will die altogether if not treated quickly.

Examples using Stefan.
Stefan often solves conflict with punches and slams of his electrified fists. The energy is an exotic type that adds an extra d6 damage and a Resilience save.
So he could punch (1d6 kinetic damage, 1 dc6 death save, 1d6 energy damage, and 1 dc6 resilience save.)
He can slam (2d6 kinetic damage, 1 dc6 death save, 1 dc9 death save, 1d6 energy damage, and one dc9 resilience save.)
Or he could choke out his opponent (2nd kinetic damage, 1 dc6 resilience, 1 dc9 resilience, 1d6 energy damage, and one dc12 resilience)
And all of these can earn an extra save if his attack succeeds by six or more, which also pushes up his bonus resilience checks dc by 3.

Lets say he gets in a brutal slam (success by more than 5) against an opponent without any complicating resistance, and with 20 base health.
>the damage dice cause 15 damage dropping their health to 5/20.
>they fail the second and third Death save, and make the other saves so we add a a 36 point death (the two kinetic dice maxed, and tripled).
>This makes their effective health -31/20, so they are dead.

Lets say he chokes out the same opponent (regular success).
>the damage dice cause 9 damage dropping their health to 11/20.
>they fail the third (energy based) resilience check knocking them out for ten minutes (1 on the d6 check).

Example using a trank gun.
Some of the characters have tranquiliser pistols that cause 2 resilience saves, they also roll a d6 damage ignored after checking any armour penetration.
This can have a third saving throw added if the character hits by 6 or more.

Lets say the trank shot hits right in a vein (success by more than 5).
>our example has no armour so no 1d6 roll.
>They botch the second save, therefore knocked out for 40 minutes (4 on a d6), and they need to make a dc9 death save.
>They make the Death save with a natural 12, so they have two extra Edge if they can either bank it or regain consciousness to use it before the end of their next turn.

Example using a heavy weapon.
Someone's got their hands on a simple missile launcher. If it hits it causes 3d6 damage, and 3 death saves. Plus there's potential damage just being near where it hits.
If the shooter hits by 6 or more that can become 4 death saves (in real life a direct hit from a rocket launcher and your just dead, Helios has a more 'action movie' aesthetic, but with 3-4 death saves it's probably still devastating.

Lets say the rocket hits the target right in the face (success by more than 5).
>The damage dice deal 6 damage, a friendly result for 3d6. Their health is down to 14/20
>They fail the 3rd and 4th death save, meaning a 54 point death.
>Their effective health down to -40/20, our example 'normal human' is charred chunks without the intervention of powerful tech or magic.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:49 pm

Provide Aid
Health damage can be treated with a Provide Aid skill check. Using improvised gear (eg torn clothes as bandages) the check heals one quarter of the check in hp. Using a decent first aid kit the check heals one half of the check in hp. Either way the check can't be repeated, but characters can work together in which case I'll work from the higher check. If this brings someone back from (recent) death by hp loss, they're no longer dead.

Maiming and Death can be moved to the health total, if a Provide Aid or other relevant skill check is made, that is at least equal to the damage number.
As part of the health score they can be treated normally, if not part of the health score their too serious for treatment. If a death fails to be treated, the character will eventually die regardless of their hp total.

Here's a proper example. Hector (20 base health) botches a Death Save, it was a 2d6 attack so the death damage is 36, on top of 12 damage he's otherwise taken. Gertrude leaps to his aid, stems his blood loss, and tries cpr. If Gertrude can recover at least 9 of the 12 damage he'll start breathing again. But with 36 untreatable damage he'll die without more significant aid.

Provide Aid can also speed recovery from Resilience and Trauma effects, but may need additional equipment such as antitoxin depending on the nature of whatever caused the Resilience or Trauma check.

HP Death vs Death Save failure Death

Death by hp loss is more severe than that of a saving throw death. Health too far in the negative needs to be restored within a couple of rounds, while a saving throw death has minutes. Additionally if someone has regeneration or regular magical/tech healing they can remain on the precipice of life and death indefinitely.

Abilities
Both Healing, and Regeneration can restore lost health, and reduce the dc of medical checks for converting maiming/death. If the dc is 0 or less, the maiming/death convert to hp damage without needing a check. Regeneration also increases the limit by which they can still be considered alive (double negative health, triple, quadruple, etc).

For the highest levels of Regeneration a character can regrow from nearly any injury. The highest level of healing could reconstitute someone from a pile of ashes. Healing is more potent than Regeneration, but requires power and conscious effort.

Medical intervention

Hospitals have access to certain Provider technology. Functionally equivalent to Healing 3 with a +15 skill base, and unlimited power pool.

The Provider clinics can repair any damage other than memory loss from brain damage.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:50 pm

Combat

There are three core combat styles:

Ranged, Unarmed, and Melee

Each of which can be broad or specialised, and of the three unarmed is the only one that can't be extremely specialised.

Using an extremely specialised attack: +1 skill, -1 action cost
Using a specialised attack: +1 skill
Using a broad attack: no benefit or penalty
Using an attack outside the speciality, or a weapon near an extreme speciality: -3 skill
Using a weapon outside an extreme specialty: -6 skill

A quality weapon can take you one grade higher, a flawed or improvised weapon can take you one grade lower. A combat skill can't bottom out below 0.

If a player wants to sink the points they can have skills both specialised and generalised in the same style.

Ranged

Ranged can be specialised for instance to handguns, rifles, or heavy weapons. It can also be extremely specialised to a specific weapon.

Pistol >4 action points
duel pistol >6 action points
Rifle >5 action points
Bazooka >6 action points

Pistols/revolvers: d6 damage, 1 death save
Shotguns/Rifles: 2d6 damage, 2 death saves
Explosives/artillery: 3d6 damage, 3 death saves
Taser: 1-2 Resilience or trauma saves, on a botch make same number of death saves

Modifiers=
Hollow Point: Extra death save
Armour Piercing: Ignore 1 level armour, shield, or equivalent.
success by 6+: Either 1 extra save (head/heartshot), or convert to Trauma checks (kneecap/hand/foot/shoulder)
> headshots can ignore some armour

The 50cal Magnum Revolver from the prelude and chapter 1: 2 death saves, 2d6 damage, 6 action points
-use requires either Str3+ or a dc6 Trauma save, failure does d4 damage and knocks the shooter on their ass (after the shot)
-why so terrible? It's an oversized hunting revolver with high yield ammo, essentially a bad choice of weapon

The Taser used against Sarah by the fake Moynahan in her prelude: 2 Trauma saves, dc6 and dc9. Failure disables the character for a round per point of failure.
-on botches repeat the check as a death save.

Reloading:
Almost all ranged weapons have a limited capacity. Typically the reload cost is 5 action or the weapons action cost, whichever is higher.
Specialisation+ a quality weapon reduces the reload action by 1.
The Rapid Reload Ability reduces reload action by 2.
2nd skill Tag + wits 4 reduces action by 1.
Speed loaders where applicable reduce action by 1.

Unarmed

Unarmed can be specialised to either striking or grappling, or by naming a martial art in which case I'll still treat it as striking or grappling for rolling purposes. This is perhaps a little over simplified, but that's somewhat my intent. Unarmed attacks have a little more freedom over which type of saves are inflicted, with some choice of death, resilience, or trauma. Most unarmed combat is strength based, but I will situationaly allow nimbleness.
Strikes
Punching: Boxing
Kicking: Capoeira, Savate, Taekwondo
Others using strikes: Karate, Muay Thai, Sanshou

Grappling
Throwing: Hapkido, Judo, Sumo
Joint lock/Chokeholds/Submission holds: Aikido, Jujutsu, Brazilian Jiu-Jitsu , Sambo
Pinning Techniques: Judo, Wrestling
Strike: 4 action points, d6 damage, 1 save.
Dual strike: 6 action points, d6 damage twice, 1 save twice.
Slam strike: 5 action points, 2d6 damage, 2 saves.
Grapple: 5 action points, effects vary.

Succeeding by six adds an extra save to the attack, and may bypass partial armour.
There is a chance of self injury with botches, or when striking harmful surfaces/armour.

Melee

Melee can be specialised, examples blades, swords, blunt instruments. It can also be extremely specialised to a specific weapon.
Most melee combat is strength based, but I will situationaly allow nimbleness.

Knife/sap/club/etc >4 action points
2 knives/etc >6 action points
Axe/sword/etc >5 action points
Chainsaw >6 action points

Light weapon: d6 damage, 1 save
Heavy weapon: 2d6 damage, 2 saves
Dangerous weapon: 3d6 damage, 3 saves, injure self on botch

Succeeding by six adds an extra save to the attack, and may bypass partial armour.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:50 pm

Rolling a 01 on the d12 or d10 check counts as a 0. This is just for the base roll, and doesn't apply to edge dice, or damage dice.

If a character or creature is below zero health, Death Save dc's increase by 6.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:54 pm

Special weapons. (post is in editing process)

Not all weapons fit into the simple system detailed in post #4. So here are weapons players have acquired that require special rules. Most of them are military weapons used at a penalty if a character only has 'ranged' skill. All of them are highly illegal, and most also difficult or impossible to conceal in a ready to use manner.

Tranks (tranquillisers)

Air fired dart tranquilliser guns. Loaded with a knock out drug acquired from the enemy. Players have access to a Trank Pistol, and a Trank Rifle.

Pistol: 2 resilience saves, d6 ignored damage (only rolled for armour), 4 action points.

Resilience check failure

Rifle: 3 Resilience saves, 2d6 ignored damage (only rolled for armour), 5 action points to shoot, 5 action to reload. Weapon's quality gives +1 skill, which for appropriate specialists also makes it 4 action to fire or reload.


RPG(m)

Tripod mounted machine gun(m)

bullpup assault rifle(m)

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:55 pm

Advanced Combat Options.

Unlocking the second skill tag in a combat skill opens up additional ways to use action points in a combat round. Note that all of these also have a Trait prerequisite, and most are for larger action pools.

First a quick recap of the basic combat actions, with a bracket for the adv spec variant.
Action Points abbreviated to ap, and reload to re.

Ranged
Light 4ap 5re (3ap 4re)
Dual wield light 6ap 5re* (5ap 4re*)
Medium 5ap 5re (4ap 4re)
Heavy 6ap 6re (5ap 5re)

*separate reload time for each weapon.

Unarmed.
Light strike 4ap
Dual light 6ap
Heavy slam 5ap
Grapple 5ap

Melee.
Light 4ap (3ap)
Dual wield light 6ap (5ap)
Heavy 5ap (4ap)
Dangerous 6ap (5ap)

Advanced Options (2nd Tag & 4+ named Trait).

Ranged.
(nimb)Continuous Fire -each 3rd shot in the same round uses 1 less action.
(awar)Moving Target -shooter can take a free 1 action move between shots.
(reas)Snipers focus -shooter can sacrifice 3ap for +3 to hit.
(wits)Quicker reload -reloading in combat takes 1 less action.

Unarmed.
(nimb)Flurry of Blows -each 3rd strike in the same round uses 1 less action.
(grit)Dangerous Assault -uses 6ap, 3d6 attack, d6 damage to self, and an armourless saving throw.
(stre)Dual heavy Slam. -uses 8ap
(awar) Walking Blows -free 1 action move between blows

Melee.
(nimb)Rapid Strikes -each 3rd strike in the same round uses 1 less action.
(stre)Dual heavy weapon. -uses 8ap (some logical limitations on weapon choice.
(awar) Walking Strikes -free 1 action move between strikes.
(luck) Let it Go -throw melee weapon as an improvised throwing weapon without penalty.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:55 pm

Jumping.

<DM aside. At time of posting this is on the spot formulating, subject to change if my math's wonky.>

No skill check. Quarter action up, half action standing long jump, or one action running long jump.

By action I mostly mean 2m, or 5m for two actions, etc. So a quarter action jump clears half a metre. It's 'action' rather than distance for two reasons, one is so players with enhanced movement actions are covered. Second is that character must have the necessary action pool during the attempt.

Up dc6=half action, dc12=1 action, dc21=1 and a half, dc34= 2 action.

Standing dc6=1 action, dc12= 2 action, dc21= 3 action, dc34= 4 action.

Running dc6=2 action, dc12= 3 action, dc21= 4 action, dc34= 5 action.

The skill dc ramps considerably, but dc 12 is already into Olympian levels. The higher checks will require multiple Edge or extremely high skill.
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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Thu Jun 13, 2019 9:56 pm

Worn armour.
Grade 1. 1 armoured body*/energy armour*, hit by 6+ ignores. Str 1 to use. Str 2 or -1 Nimbleness, minimum 1.
Grade 2. 2 armoured body*/energy armour*, hit by 9+ ignores. Str 2 to use. Str 4 or -3 Nimbleness, minimum 1.
Grade 3. 3 armoured body*/energy armour*, hit by 12+ ignores. Str 3 to use. Str 6 or -9 Nimbleness, minimum 1.

*see post 3 in Rule Thread 05 -Abilities for the benefits of Armoured Body and Energy Armour.

Targetting
Someone targeting armour for weakness can ignore armour if they hit by +3 for grade 1, +6 for grade 2, and +9 for grade 3. However if they miss that they miss altogether.

When armoured you cannot generate Edge from Death Saves unless the save can potentially fail. This is true for both worn and Ability based armour.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Fri Jun 14, 2019 4:38 am

Copy of the explanation of lockpicking I put up in book 1, chapter 1..

I'm going to try keeping to a variant of the 'rule of three', built into some of the game mechanics. So here's a look behind the curtain as I discuss lockpicking. More often than not I'll just throw ad hoc dc's, but I've got a little time, so I'll formulae this. The cells locks are designed to hold criminals, so their fairly robust, and secure. First I'll discuss setting a baseline dc, scaled on 3 (kids toy lock), 6 (cheap lock), 9 (standard lock), 12 (good lock), 15 (high quality lock), etc. On this scale, (which is only for normal key locks) I'll call our cells lock a 12. Ignoring complications such as 'powers' the first modifier will be tools. With the right key no dc, lock release gun -6, full locksmith tools -3, lockpicking set 0, poor lockpicking set +3, improvised tools +6, random something +9/+12, fingernail +15. The other modifier is skill type, having a specialist skill of Lockpicking or Locksmith would grant -3, a more broad skill such as Security would be +0, a borderline skills such as Engineering will be +3, pure memory from someone with related knowledge +6, and from say a florist +9.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Fri Jun 14, 2019 4:46 am

Stealth in combat.

Attacking a target from stealth removes the Observation portion of Defence. You'll also deny the target use of Combat Dodge or a shield.

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Re: Rule Thread 06 -Other Rules

Post by Lazarus » Sun Jun 16, 2019 5:23 am

Reserve actions

Combat Dodge. Player can use an unspent action to dodge an attack. Dodge skill vs incoming Attack, supersedes Defence Derives-Stat. Requires Combat Dodge Ability.

Shield use. Player can use an unspent action to block an attack. Block skill, Str, or Nim vs Attack, supersedes Defence. No Ability required, but a free hand is.
Shields take many forms, but mostly in these grades.
Grade 1. Block 3 damage. Shatter 9. Health 18. Str 1 to use. Str 2 or -1 Nimbleness, minimum 1.
Grade 2. Block 6 damage. Shatter 15. Health 36. Str 2 to use. Str 4 or -3 Nimbleness, minimum 1.
Grade 3. Block 9 damage. Shatter 21. Health 54. Str 3 to use. Str 6 or -9 Nimbleness, minimum 1.
Without action reserved shields instead add their grade to defence.
The Block level prevents damage. If the Block is exceeded the shield takes damage, if the damage exceeds the Shatter rating the Shield fails with damage overflowing to the shield wielder. If cumulative damage depletes the Health then the shield is Dismantled, excess damage hurts the shield wielder.
When a blow Shatters or Dismantles a shield, each 3 points of damage soaked negates a saving throw.

Defensive Zone. Can use reserve actions to attack someone with a held weapon or unarmed that moves through your zone of reach. Attack uses one less action than the attack's usual cost (this reduction does not stack with Advanced Combat Options). With the Guard Ability the defender can do this as often as action points allow, as well as attack anyone that moves to threaten an adjacent ally.

Backpedal/flee. Can reserve all actions to stay out of reach.

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