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This document contains information on various types of armor and weapons in a roleplaying game setting. It includes:
1) Descriptions of different armor types ranging from light leather jackets to full plate armor, including their armor ratings and movement penalties.
2) Rules for taking cover in combat, providing advantages to characters using ranged attacks or defense.
3) Details on initiative rolls and the bonuses or disadvantages conferred by different levels of success or failure.
4) Explanations of how luck points can be spent to modify die rolls or add minor elements to the fiction.
This document contains information on various types of armor and weapons in a roleplaying game setting. It includes:
1) Descriptions of different armor types ranging from light leather jackets to full plate armor, including their armor ratings and movement penalties.
2) Rules for taking cover in combat, providing advantages to characters using ranged attacks or defense.
3) Details on initiative rolls and the bonuses or disadvantages conferred by different levels of success or failure.
4) Explanations of how luck points can be spent to modify die rolls or add minor elements to the fiction.
This document contains information on various types of armor and weapons in a roleplaying game setting. It includes:
1) Descriptions of different armor types ranging from light leather jackets to full plate armor, including their armor ratings and movement penalties.
2) Rules for taking cover in combat, providing advantages to characters using ranged attacks or defense.
3) Details on initiative rolls and the bonuses or disadvantages conferred by different levels of success or failure.
4) Explanations of how luck points can be spent to modify die rolls or add minor elements to the fiction.
Advantage on DEX test to hit Helmet 1 - 1 d4 (2) and inflict +2 damage. Heavy 2 1 2 d6 (3) Jacket 3 2d4 (4) Small 2 - 4 d10 (5) Drawback: Downgrade Ammo Shield 5 d12 (6) Die twice automatically. Leather 3 1 6 d6 + d8 (7) Disadvantage on DEX test to Jacket hit. Affects 1d6 targets Close Full 4 1 7 2d8 (8) together. Roll extra damage die Leathers 8 3d6 (9) for each success. 9 2d10 (10) 10 d10 + d12 (11) In a fire fight, a character or foe may use an action to take cover if this is possible given Large 3 - the environment. Targets with Shield KO’d - Just knocked 1 Make- 5 2 out. cover are harder to hit, and Beaten - Disadvan- characters must achieve a Good shift 2 tage on all tests for the success (roll below 1/2 DEX Riot 6 2 next hour. Gear rounded down) on a ranged at- Battered- STR, DEX tack test to do so. 3 and CON are temp. -2 for the next day. Characters using cover gain Busted- STR or DEX 4 stat is permanently Advantage on DEX tests to reduced by 2 avoid damage. Tactical 7 3 Broken - CHA , STR, Armor 5 or DEX stat is perma- Combat 8 3 nently reduced by 4. Armor 6 Dead - Rest in peace Initiative Advantage +1 Bonus on next Action action Attack +1/2 +1 damage die. damage die Luck Points can be traded in at Any Armor that has a resis- any time to improve the level Attack +1/2 dam- +1 damage tance rating imposes that resis- 2-handed age die/ die/ stagger of success of a single roll, from stagger foe foe tance rating as a penalty to all a Dismal failure to a failure, a Defense Advantage Free DEX tests, with the exception failure to a success, a success to on next counter- of attack (not defense) rolls. action attack a Good success, or a Good suc- cess to a Great success. Good= rolling under 1/2 Stat rounded down. Great= rolling a natural “1” Dismal failure (rolling 20) on Initiative, Light +1 Luck Points can also be used to create one fact of story fiction Disadvantage on defense vs foe. Medium +2 ...on Defense: +d6 damage Heavy +3 that does not invoke direct ...on Attack: Foe gets free counterattack. mechanical benefits to die rolls Test weapon or armor durability for both greater than -2. attack and defense dismal failures.