Combat and Mechanics

Die Pools

The game will use d4s, d6s, d8s, d10s, and d12s. Target numbers will range from 1 to 12, players will add their skill score and ability score together to form a pool to buy dice from.

Die cost
d4 1
d6 2
d8 3
d10 4
d12 5

Multiple Successes count only for opposed rolls and combat. There is no bonus for a high roll.

A player may spend points from his drama pool to add to his die pool up to twice the original die pool.

Target numbers

3 Average challenge: Hitting a large stationary target, changing a tire,jumping a 3 foot ravine.
6 Difficult challenge: Shooting a man-sized target at 20 feet, changing a tire with rusty nuts.
9 Hard challenge: Shooting a man-sized target at 50 feet, Jumping a 12 foot gap 3 stories up.
12 Impossible Challenge: Shooting a target at 100 feet, jumping a 20 gap 12 stories up in the rain.
The player may also spend points afterwards to improve the roll as follows.
1 reroll any 1 die
5 Max out 1 die roll ( a d6 would then = 6 ):
10 Max out all rolls ( 4d8 would be 4 8s)

Points from the drama pool are gone forever after being spent. Players earn Drama during the game as follows.

1 for good line in character, advancing the plot in a minor way.:
5 for good role-playing, advancing the plot in a major way.:
10 for role-playing to your own disadvantage, advancing the plot in a vital way.:

All drama points spent by the GM over the course of a game are divided up by the players at the end of the night.

Combat:

Attacking The attacker rolls his pool to hit, the defender may roll a dodge or block to prevent being hit. If the attacker get more hits, he strikes the defender. For each extra hit, the attacker gets a extra point for his damage pool.
Damaging The attacker rolls his damage pool vs. Defenders body plus armor, each success is one point of damage. If the defender takes as much damage as his body in one attack he must make a stun check.
Stun check. Roll Body Vs total number of damage, failure means the defender is Koed.

Advantage: Mind over Body 5: Character may use his Will to make stun checks.

Health

A measurement of how much damage a defender can take. Health = Body x Will.

After taking a full count of Health damage the defender goes into negative health. Each round of negative health the defender loses points from all pools equal to the -health and must make a stun check based on his -health. When -health is greater then normal health the dude is KOed and dying. Each round of dying drains point of drama form the players pool, when the player runs out of drama, he’s dead.

Wounds

For each multiple of the character health of damage the player takes into the negative the player takes one wound. ( 3 body = 1 wound at -3 2 wounds at -6, 10 wounds at negative 30) For each wound the player has his maximum Health is lowered by 1 until he heals. If a players wounds are higher then his will, he takes the difference as a penalty to all actions due to the pain. If the wounds are higher then the players Agility he that the difference as a penalty to all physical actions. The character can end up taking penalties from both will and agility. If the wounds are higher then the characters Heath score the player is in a coma and has to make a stun test to wake up even briefly. If the players wounds are higher then health and negative together, the player is in critical care and requires 24 health care to stay alive.

Stun check

Roll Will Vs total number of damage, failure means the defender is Koed.

Healing.

Character recover their Will scores worth of Health every Round. Player recover from wounds at a rate one per days equal to the total number of wounds ( so recovering form 3 wounds take 3 day, then 2, then 1)

Movement

Players may move a number of feet each response = to their Agility or Athletics / running which ever is greater.

Actions

Charaters get a number of actions per turn equal to thier Responce. Responce pools are rolled at the start of the turn to see who goes first. Starting in phase 12 and working down each player either takes or holds thier actions.

If a player is holding thier action to wait to see what a slower opponet is doing, the charater with a higher Responce may interupt a slower opponets action with thier own, the slower opponet may then change what thier action will be.

In the event that Responce scores and tied, the charater with the higher intelligence will go first, if intelligence is also equal, roll opposeing Intell roll to deterimine who goes first.

In order to dodge or block an attack the charater must have a action left.

Actions must be very simple, move about 3 feet, shoot one bullet, draw a gun, pop out a clip, point and shout a warning.

Using your off hand.

All actions with a off hand are -2 points to all rolls. A charater trying to

fight with both hands takes a -2 two penaltie to thier prime hand as well.

Multiple attacks.

A character can attack as many people around him in one action as he can reach. However the player can only attack once per action with any weapon (with the exceptions of a gun in auto fire). For each opponent the charter tries to hit the player requires a additional success to hit each, ( 2 target, 2 successes to hit each one, 4 targets, 4 successes to hit each one) successes beyond the first do not add to the damage pool

Advantage: Sweeping attacks 5: The character may used the same weapon on multiple opponents

Advantage: Series attacks 10: The character starts at one success to hit the first target then 2 for the next and so on.

Advantage: Quick 10: The character always goes first on a phase.

Advantage: Fast 5: The character always goes first on a phase when Response scores are tied.

Disadvantage: Slow 5: The character always goes last in a phase when response scores are tied.

Disadvantage: Oblivious 10: The character always goes last in a phase.

Spending Drama

Buying new abilities, new level x 10
Buying new skill groups, new level x 5
Buying new skills, new level x 1


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