Action!/System
System[edit | edit source]
Value Table[edit | edit source]
Effect Value | Range | Time | Weight |
0 | 0 cm | 1 Shot (Move) | 0 kg |
1 | 10 cm | 3 Shots (Action) | 1 kg |
2 | 30 cm | 1 Sequence | 2 kg |
3 | 1 m | 3 Sequences | 4 kg |
4 | 3 m | 1 minute | 6 kg |
5 | 10 m | 3 minutes | 10 kg |
6 | 30 m | 10 minutes | 15 kg |
7 | 100 m | 30 minutes | 25 kg |
8 | 300 m | 1,5 hours | 40 kg |
9 | 1 km | 4,5 hours | 60 kg |
10 | 3 km | 12 hours | 100 kg |
11 | 10 km | 36 hours | 150 kg |
12 | 30 km | 5 days | 250 kg |
13 | 100 km | 2 weeks | 400 kg |
14 | 300 km | 6 weeks | 600 kg |
15 | 1000 km | 5 months | 1000 kg |
16 | 3000 km | 1 year | 1500 kg |
17 | 10000 km | 3 years | 2500 kg |
18 | 30000 km | 10 years | 4000 kg |
19 | 100000 km | 30 years | 6000 kg |
20 | 300000 km | 100 years | 10 tons |
Actions[edit | edit source]
Action Value(AV)[edit | edit source]
An Action Value is generated when an Action is important, using a [ Skill ] rolling a positive and a negative d10 and adding the results.
Defense[edit | edit source]
The value compared to the Action Value. The GM decides which Defense is applicable at which time.
Passive Defense[edit | edit source]
The normal Defense, without any modification to either Defense or Shot Count. Skill. Normally, the same Skill as the one used to create the Action Value, and often Dodge, Guile, or Willpower may be used to perform a Passive Defense.
Active Defense[edit | edit source]
When you really, really want to get out of the way. Lower your Shot Count by 1 (The Active Defense costs 1 Shot) and use any applicable Skill Value+5 as your Defense until your next Action. Applicable Skills include any Skill you can get the GM to accept.
Outcome[edit | edit source]
The Action Value is compared to a Defense (or Difficulty when no opposing force is present). Any margin is called Outcome.
Action Value - Defense = Outcome
Effect Value (EV)[edit | edit source]
If the Attack is a hit with at least Outcome 0, calculate your Offensive EV by adding an Attribute+modifiers to the Skill roll.
Defensive EV is calculated by adding an Attribute+modifiers to the Defense used.
Subtract the Defensive EV from the Offensive EV. This is the Payoff.
Payoff (PV)[edit | edit source]
Result often provides a minor bonus per point of Payoff Value (PV), but it also provides Success levels when a Threshold is reached (often called Wound Threshold or Success Threshold, normally 5). There are eight degrees of success:
- Fumble. This occurs if the AV of an Action drops below 0, or a double-0 is rolled, followed by a Failure or worse.
- Total Failure. AV is Defense-5 or lower. The Action now counts as Hazardous.
- Failure. This occurs if an Action's AV is strictly lower than the Defense, but higher than Defense-5. The Action fails, but does not cause any problems, and becomes One-Shot.
- Success. Less than Threshold PV. Allows the player to continue the same Action Inspired.
- Major Success. Threshold PV but less than Threshold x 2. One short-term gain (Player is Inspired on her next Action as standard), and opponent loses a Pool point (Shot or Shock as standard).
- Negotiated Victory. Threshold x 2 PV but less than Threshold x 3. One long-term gain (Player is Inspired this Encounter as standard), and opponent loses two Pool points (Shot or Shock as standard).
- Victory. Threshold x 3 but less than Threshold x 4 PV. As Negotiated Victory, and opponent loses three Pool points.
- Total Victory: Threshold x 4+ PV or double-0 followed by any positive degree of success: Opponent loses all Pool points of a single kind.
These are not absolute rules, but are often tweaked depending on the situation.
Types of Actions[edit | edit source]
Boosted[edit | edit source]
If this Action is successful, it gains +Threshold EV. This is not cumulative with Promising.
Experimental[edit | edit source]
This Action causes a Critical effect on all doubles.
Hazardous[edit | edit source]
This Action causes a Fumble on a Failure.
Hindered[edit | edit source]
If this Action is successful, it gains -Threshold EV. This is not cumulative with Promising.
Inspired[edit | edit source]
This Action is rolled with an extra positive die.
One-Shot[edit | edit source]
This Action may not be retried.
Promising[edit | edit source]
If this Action is successful, it gains double Outcome.
Routine[edit | edit source]
This Action always get at least +1 on the AV roll.
Static[edit | edit source]
This Action uses Static Skill Value as AV.
Stymied[edit | edit source]
This Action causes positive d10's to be closed. The first extra positive die is ignored, and all d10's are opened. This effect persists until target gains a positive d10, or scene ends.
Wild[edit | edit source]
Add an extra positive and negative die to the Action.
Examples of Actions[edit | edit source]
Action | Action Cost | Notes |
Reload | Action or Move | Reload an item |
Active Defense | Active Defense | You may Defend with any Combat Skill against any Attack. This also allows you to Move 1. |
Move | Free Action | Move Move meters twice per round whenever you take an Action. This may not be combined with Full Move. |
Full Move | Action | You move up to twice your Move score. This may be combined with an Active Defense. |
Aim | Action | +2 to Hit on next Action. Does not stack with itself. |
Setup | 10 times normal | +1 die on next Action which may not be One-Shot. |
Three round burst | Action | +3 Damage |
Burst Fire | Action | Augment 1, Ammo ends on double roll. |
Full-Auto Fire | Action | +d10 AV, Augment 1. Ammo ends unless a double is rolled. |
Support | Action | any Proficiency+Attribute/opponent. 5 EV provides ally with a positive d10 on same type of Action. |
Leadership | Action | Leadership+Charisma/opponent, 5 EV provides 1 Soul point to all allies. |
Maneuver | Action | Stunt+[Strength or Agility]/opponent, EV causes shockpoints, and -1 impairment/Threshold EV during EV/Threshold Sequences. |
Trick | Action | EV <Threshold nothing, EV<Threshold x 2 one +die, EV< Threshold x 3 permanent effect (Setback, permanent +die), EV<Threshold x 4 Negotiated win, Threshold x 4+, Total success, Lose all Shots, and all Actions until Trick+Wits/Trick+Wits roll EV Outcome is made. |
Bluff | Action | EV <Threshold nothing, EV<Threshold x 2 one +die or successful Bluff EV rounds. EV<Threshold x 3 Gain Outcome points of AV and a +die, Bluff holds EV minutes, EV<Threshold x 4 Will not see through Bluff as long as character is present and not challenged. EV Threshold x 4+ My friend! |
Effect | Attack Skill | Attack Value | Defense Skill | Defense Value |
Attack Action | Attack Skill | Damage Value of Attack | Defense Skill | Toughness+Armor |
Social Humiliation | Social | Charisma | Social/Willpower | Empathy |
Running | Athletics | Move | Athletics | Move |
Fast-Talk & Persuasion | Bluff | Manipulation | Bluff/Willpower | Empathy |
Throwing | Throwing | Strength | Defense (Throwing/Dodge) | Object's Weight Value+5 |
Dogfight | Pilot/Captain | Wits+Maneuver or Speed | Pilot/Captain | Wits+Maneuver or Speed |
Car Chase | Drive | Wits+Maneuver or Speed | Drive | Wits+Maneuver or Speed |
Information on Subject | Academics/Appropriate skill | Intelligence | 0 (or Deceit) | Obscurity of Subject |
Siege Warfare | Tactics | Intelligence | Tactics | Intelligence |
Holding someone down | Martial Arts | Strength | Martial Arts | Strength or Agility |
Gambling | Gambling | Luck, Wits or Intelligence | Gambling | Luck, Wits or Intelligence |
Battle of Wits | Performance | Charisma or Manipulation | Performance | Charisma or Manipulation |
Combat[edit | edit source]
Sequences[edit | edit source]
During combat, time is measured in Sequences (of Shots). Each Sequence is about 6 seconds.
Initiative[edit | edit source]
Your Initiative regulates the acting order during combat. At the beginning of each Sequence, your Initiative is set to the number of Shots in your Shot pool, and eventual modifiers. Each time your Initiative comes up, you may take an Action (which may be a Move), and a Move. You may act at any point during your Move.
Shot Count[edit | edit source]
Your Shot Count is a pool of Shot points usable to take out-of-sequence Actions in several different ways.Your Shot Count (and Shots pool) always starts at your [ Agility+Wits+Luck ] divided by 3, rounded down. By only using Actions that don't require a roll during a Sequence, like reloading or talking, you may raise your Shot pool by 1, up to your Shot Count.
1 Shot allows you to...
- Make an Active Defense at any time
- Raise your Initiative for the current Sequence by 5. You may spend any amount of Shots this way.
3 Shots allows you to...
- Take an Action out of Sequence after your normal Initiative.
If two persons want to interrupt eachother, they may spend more Shots to act quicker (in essence they are raising their own Initiative).
Snapshots[edit | edit source]
You may split your Action into two or three Actions of the same type, if they require a roll. You receive a penalty for doing this. If you split your Action into 2 Actions you get -3 on both Actions. If you split your Action into 3 Actions you get -5 on all 3 Actions. This is called taking snapshots.
Heroic Multi-Action[edit | edit source]
With Heroic Initiative, the Snapshots rule is expanded in the following way:
Targets | Modifier |
1* | -2 |
2 | -3 |
3 | -5 |
4 | -8 |
5 | -12 |
6 | -17 |
7 | -23 |
8 | -30 |
9 | -38 |
10 | -47 |
The reason 1 is included in this table is that this table is also used, reversed, as multi-action penalties versus unnamed characters.
Damage[edit | edit source]
The bullets inside are very hot. Why do I feel so cold?.
When you get hit you take Damage equal to the PV, which causes PV Shockpoints, 1 Wound at Wound Treshold (WT) PV, 2 Wounds at 2 x WT PV, and 3 Wounds at 3 x WT PV, and X Wounds at X x WT PV. If at any time you receive Shock Points equal to your Health, you fall down, unable to act. If you have Wounds equal to your Toughness, you're dying.
Normal Wound Threshold is 5.
If you do nothing but rest during a Sequence, you regain 1 Shock point.
Unconscious characters may roll to wake up (Willpower+Focus Difficulty 15) every time someone else rolls an Action, or they wake up in 10 minutes, whichever comes first.
Normal optional rules are Wound Penalty and Shock, and Unnamed Characters.
Falling[edit | edit source]
A character takes the falling distance in meters in Damage. This may be lowered by a Stunt+Agility/0. Every 5 PV lowers the distance by 1.
Optional Rules[edit | edit source]
Covering Fire[edit | edit source]
A weapon capable of Covering Fire may be used to provide Covering Fire. Roll [Ranged Weapons+Perception] vs 10, provide 1 point of Cover per 5 PV on the roll. This provides Defense to any allies moving in the same line of fire. Any number of persons using Covering Fire provide additive Cover.
Aggressive Covering Fire[edit | edit source]
Instead of providing Defense, the Covering Fire sets up a static Attack on all moving in the line of fire. It has AV 10+1 point per Cover.
Shaken[edit | edit source]
When a target takes 1 or more Shock points it becomes Shaken.
Shaken:
You may not perform Active Defenses or Free Actions.
At the beginning of an Action, you roll Willpower+Focus Difficulty 10+10 as an Action. If you succeed, you are no longer Shaken and may perform Actions normally.
Dramatic Card Draw[edit | edit source]
Every Sequence draw a card for each Faction from a normal Deck.
- Joker: All Shock points are regained, Wounds are bandaged and everyone is Inspired. All Actions are Favored.
- Ace: All Actions are Favored and Inspired.
- Face Cards: Faction is Inspired.
- 5-10: Favored Action only.
- 4: Stymie.
- 3: Confused (no pool points may be used).
- 2: Setback.
Cards also indicates what the Favored Action is:
- Spades: Combat (Attacks and Defenses)
- Hearts: Interaction
- Clubs: Other (Any other Action)
- Diamonds: Deceit
Successful Favored Actions provide a pool point of choice.
Knockdown and Knockback[edit | edit source]
Knockdown causes you to fall down, requiring a Move or a Stunt+Agility Diff 15 to get up.
Knockback is caused when you take more Damage than your Mass Value. For every 5 points of Damage more than your Mass Value, you are flung 1 meter backwards. You receive a Knockdown when you land. Knockback into a solid object causes Damage equal to the distance left to both you and the object. (40/20)
Wound Penalty[edit | edit source]
For each untreated Wound received, you get 1 point of impairment, a Wound penalty.
Percentile Wound Penalty[edit | edit source]
Percentage of Wounds taken | 0 | 10 | 25 | 50 | 75 | 90 |
Wound penalty | 0 | -1 | -2 | -3 | -4 | -5 |
Shock[edit | edit source]
If you are hurt and take a Wound, roll for Shock: Focus or Interaction/Willpower+Focus with a Difficulty equal to 5+5 times Wounds inflicted in this Attack. If you fail this roll, you fall down unconscious. The negative margin indicates Sequences until you wake up and the Difficulty of any Physician+Wits roll to wake you prematurely.
Stun[edit | edit source]
For every Wound you lose in a single attack, you lose 1 Shot.
Massive Damage[edit | edit source]
Anytime someone takes Damage equal to 4 times the Wound Threshold, they are said to have taken Massive Damage.
Cinematic Wounds[edit | edit source]
Cinematic Wounds don't have a mechanism per se, but hamper the character in cinematic ways. Typical examples include burnt hands, broken arms and legs, blood in the eyes and twitching from electrocution. Also included are flashbacks, temporary insanity or amnesia. All cinematic wounds heal at the end of session, or when appropriate (Optional: Cinematic Wounds provide 1xp to the party when healed).
A Character who takes a hit with Massive Damage, that is Damage [Wound Threshold x 4] or more takes a Cinematic Wound.
Variable[edit | edit source]
Instead of taking a Cinematic Wound each time you take Massive Damage use the following rules.
Whenever the character takes one or more Wounds, roll Luck to see if the character gets a Cinematic Wound. The Difficulty is 5 per Wound rolled for in this instance. Eg if the character takes 3 Wounds she rolls Luck with a Difficulty of 5, 10 and 15, to see if she gets a Cinematic Wound. She may voluntarily fail this roll. Normally, you cannot receive more than one Cinematic Wound per attack.
Sand In Your Teeth[edit | edit source]
Every hit causes at least 1 Wound, +1 Wound per Wound Threshold Shockpoints.
Wound Seriousness[edit | edit source]
1 Wound (Light wound) causes -1, 2 simultaneous Wounds (Moderate wound)cause -2, 3 simultaneous Wounds (Serious Wound) cause -4, 4 Wounds (Deadly Wound) -8. Only the worst wound causes Impairment. More than 4 wounds in one attack makes the character fall down, dead.
Dark Times[edit | edit source]
After every hit, roll Willpower+Focus against the inflicted Shock points in this attack. If you fail this roll, you fall down dying. Dying characters must be stabilized with a Medicine/Physician Diff 25-Health+Woundsx5 taken within 1 hour, or die from their wounds. Use the dying table below. These rules make combat grittier, more film noir.
Unnamed Characters[edit | edit source]
There are several ways of handling Unnamed charcters, commonly known as Mooks.
Glass Jaw Mooks[edit | edit source]
Characters that have no name go down on a single Wound. If they perform an Active Dodge they also lose their next Action.
- 0-4: Nothing Happens.
- 5-9: Shaken.
- 10+ Out.
Advanced Mooks[edit | edit source]
A Mook now follows the following rules:
- Damage 0-4: Shaken.
- Damage 5-9: Attacker gains Free d10 next Action.
- Damage10-15: Mook is unconscious.
- Damage 16-20: Mook is permanently out of Action.
Speed Bump Mooks[edit | edit source]
Characters that have no name are handled by Static PV. Compare the Skill+Damage of a player character with a group of Mooks Skill+Soak. For every [Mook Wound Threshold] PV a Mook goes down. No roll, except for extra positive dice. Every Action taken where the Mooks are ignored, allow the Mooks to make an Attack against the player character. Mooks also take an Action, last in the Sequence.
Status Effects[edit | edit source]
Bruised[edit | edit source]
5 point Impairment on next Action or Defense. (100)
Battered[edit | edit source]
No Free Moves. Full Move now provides a single Move. (60)
Broken[edit | edit source]
Next Hit Incapacitates. Requires Threshold x 4 PV.(160)
Kiaii!.
Sequences[edit | edit source]
During combat, time is measured in Sequences (of Shots). Each Sequence is about 6 seconds.
Initiative[edit | edit source]
Your Initiative regulates the acting order during combat. At the beginning of each Sequence, your Initiative is set to the number of Shots in your Shot pool, and eventual modifiers. Each time your Initiative comes up, you may take an Action (which may be a Move), and a Move. You may act at any point during your Move.
Shot Count[edit | edit source]
Your Shot Count is a pool of Shot points usable to take out-of-sequence Actions in several different ways.Your Shot Count (and Shots pool) always starts at your [ Agility+Wits+Luck ] divided by 3, rounded down. By only using Actions that don't require a roll during a Sequence, like reloading or talking, you may raise your Shot pool by 1, up to your Shot Count.
1 Shot allows you to...
- Make an Active Defense at any time
- Raise your Initiative for the current Sequence by 5. You may spend any amount of Shots this way.
3 Shots allows you to...
- Take an Action out of Sequence after your normal Initiative.
If two persons want to interrupt eachother, they may spend more Shots to act quicker (in essence they are raising their own Initiative).
Snapshots[edit | edit source]
You may split your Action into two or three Actions of the same type, if they require a roll. You receive a penalty for doing this. If you split your Action into 2 Actions you get -3 on both Actions. If you split your Action into 3 Actions you get -5 on all 3 Actions. This is called taking snapshots.
Heroic Multi-Action[edit | edit source]
With Heroic Initiative, the Snapshots rule is expanded in the following way:
Targets | Modifier |
1* | -2 |
2 | -3 |
3 | -5 |
4 | -8 |
5 | -12 |
6 | -17 |
7 | -23 |
8 | -30 |
9 | -38 |
10 | -47 |
The reason 1 is included in this table is that this table is also used, reversed, as multi-action penalties versus unnamed characters.
Damage[edit | edit source]
The bullets inside are very hot. Why do I feel so cold?.
When you get hit you take Damage equal to the PV, which causes PV Shockpoints, 1 Wound at Wound Treshold (WT) PV, 2 Wounds at 2 x WT PV, and 3 Wounds at 3 x WT PV, and X Wounds at X x WT PV. If at any time you receive Shock Points equal to your Health, you fall down, unable to act. If you have Wounds equal to your Toughness, you're dying.
Normal Wound Threshold is 5.
If you do nothing but rest during a Sequence, you regain 1 Shock point.
Unconscious characters may roll to wake up (Willpower+Focus Difficulty 15) every time someone else rolls an Action, or they wake up in 10 minutes, whichever comes first.
Normal optional rules are Wound Penalty and Shock, and Unnamed Characters.
Falling[edit | edit source]
A character takes the falling distance in meters in Damage. This may be lowered by a Stunt+Agility/0. Every 5 PV lowers the distance by 1.
Optional Rules[edit | edit source]
Covering Fire[edit | edit source]
A weapon capable of Covering Fire may be used to provide Covering Fire. Roll [Ranged Weapons+Perception] vs 10, provide 1 point of Cover per 5 PV on the roll. This provides Defense to any allies moving in the same line of fire. Any number of persons using Covering Fire provide additive Cover.
Aggressive Covering Fire[edit | edit source]
Instead of providing Defense, the Covering Fire sets up a static Attack on all moving in the line of fire. It has AV 10+1 point per Cover.
Shaken[edit | edit source]
When a target takes 1 or more Shock points it becomes Shaken.
Shaken:
You may not perform Active Defenses or Free Actions.
At the beginning of an Action, you roll Willpower+Focus Difficulty 10+10 as an Action. If you succeed, you are no longer Shaken and may perform Actions normally.
Dramatic Card Draw[edit | edit source]
Every Sequence draw a card for each Faction from a normal Deck.
- Joker: All Shock points are regained, Wounds are bandaged and everyone is Inspired. All Actions are Favored.
- Ace: All Actions are Favored and Inspired.
- Face Cards: Faction is Inspired.
- 5-10: Favored Action only.
- 4: Stymie.
- 3: Confused (no pool points may be used).
- 2: Setback.
Cards also indicates what the Favored Action is:
- Spades: Combat (Attacks and Defenses)
- Hearts: Interaction
- Clubs: Other (Any other Action)
- Diamonds: Deceit
Successful Favored Actions provide a pool point of choice.
Knockdown and Knockback[edit | edit source]
Knockdown causes you to fall down, requiring a Move or a Stunt+Agility Diff 15 to get up.
Knockback is caused when you take more Damage than your Mass Value. For every 5 points of Damage more than your Mass Value, you are flung 1 meter backwards. You receive a Knockdown when you land. Knockback into a solid object causes Damage equal to the distance left to both you and the object. (40/20)
Wound Penalty[edit | edit source]
For each untreated Wound received, you get 1 point of impairment, a Wound penalty.
Percentile Wound Penalty[edit | edit source]
Percentage of Wounds taken | 0 | 10 | 25 | 50 | 75 | 90 |
Wound penalty | 0 | -1 | -2 | -3 | -4 | -5 |
Shock[edit | edit source]
If you are hurt and take a Wound, roll for Shock: Focus or Interaction/Willpower+Focus with a Difficulty equal to 5+5 times Wounds inflicted in this Attack. If you fail this roll, you fall down unconscious. The negative margin indicates Sequences until you wake up and the Difficulty of any Physician+Wits roll to wake you prematurely.
Stun[edit | edit source]
For every Wound you lose in a single attack, you lose 1 Shot.
Massive Damage[edit | edit source]
Anytime someone takes Damage equal to 4 times the Wound Threshold, they are said to have taken Massive Damage.
Cinematic Wounds[edit | edit source]
Cinematic Wounds don't have a mechanism per se, but hamper the character in cinematic ways. Typical examples include burnt hands, broken arms and legs, blood in the eyes and twitching from electrocution. Also included are flashbacks, temporary insanity or amnesia. All cinematic wounds heal at the end of session, or when appropriate (Optional: Cinematic Wounds provide 1xp to the party when healed).
A Character who takes a hit with Massive Damage, that is Damage [Wound Threshold x 4] or more takes a Cinematic Wound.
Variable[edit | edit source]
Instead of taking a Cinematic Wound each time you take Massive Damage use the following rules.
Whenever the character takes one or more Wounds, roll Luck to see if the character gets a Cinematic Wound. The Difficulty is 5 per Wound rolled for in this instance. Eg if the character takes 3 Wounds she rolls Luck with a Difficulty of 5, 10 and 15, to see if she gets a Cinematic Wound. She may voluntarily fail this roll. Normally, you cannot receive more than one Cinematic Wound per attack.
Sand In Your Teeth[edit | edit source]
Every hit causes at least 1 Wound, +1 Wound per Wound Threshold Shockpoints.
Wound Seriousness[edit | edit source]
1 Wound (Light wound) causes -1, 2 simultaneous Wounds (Moderate wound)cause -2, 3 simultaneous Wounds (Serious Wound) cause -4, 4 Wounds (Deadly Wound) -8. Only the worst wound causes Impairment. More than 4 wounds in one attack makes the character fall down, dead.
Dark Times[edit | edit source]
After every hit, roll Willpower+Focus against the inflicted Shock points in this attack. If you fail this roll, you fall down dying. Dying characters must be stabilized with a Medicine/Physician Diff 25-Health+Woundsx5 taken within 1 hour, or die from their wounds. Use the dying table below. These rules make combat grittier, more film noir.
Unnamed Characters[edit | edit source]
There are several ways of handling Unnamed charcters, commonly known as Mooks.
Glass Jaw Mooks[edit | edit source]
Characters that have no name go down on a single Wound. If they perform an Active Dodge they also lose their next Action.
- 0-4: Nothing Happens.
- 5-9: Shaken.
- 10+ Out.
Advanced Mooks[edit | edit source]
A Mook now follows the following rules:
- Damage 0-4: Shaken.
- Damage 5-9: Attacker gains Free d10 next Action.
- Damage10-15: Mook is unconscious.
- Damage 16-20: Mook is permanently out of Action.
Speed Bump Mooks[edit | edit source]
Characters that have no name are handled by Static PV. Compare the Skill+Damage of a player character with a group of Mooks Skill+Soak. For every [Mook Wound Threshold] PV a Mook goes down. No roll, except for extra positive dice. Every Action taken where the Mooks are ignored, allow the Mooks to make an Attack against the player character. Mooks also take an Action, last in the Sequence.
Status Effects[edit | edit source]
Bruised[edit | edit source]
5 point Impairment on next Action or Defense. (100)
Battered[edit | edit source]
No Free Moves. Full Move now provides a single Move. (60)
Broken[edit | edit source]
Next Hit Incapacitates. Requires Threshold x 4 PV.(160)
Alternate Combat System[edit | edit source]
All characters are ordered in Initiative order. Use initiative Cards. When a character acts, she is placed at the rear of the stack. Damage equal to Health/5 moves a card forwards in the initiative order, and if the character is moved one place forward from first place, she is out of action( and possibly receives a Wound). An active Defense is only available if the character is not in first place. She is moved one step backwards in the Initiative count (, and then, possibly, counts as if she was in last place for damage purposes against the defended attack). Snapshots move you a number of cards upwards equal to penalty/3 taken on roll, after being placed last. Maybe there should be some padding cards that provide added Knockdowns, random effects (the cards have text printed or just 1, 2 and 3), and good old-fashioned Setbacks and extra d10s. Standard should probably be d10, Setback and Random Event (in that order). Padding cards are removed when they are reached, which makes a scene more and more dangerous. Padding could also be dramatic turn of events, dramatic bonuses and bad things for the villain. Cool.Recovering[edit | edit source]
Wounds - Toughness Presence - Average of Spirit Attributes Focus - Focus Pool Power - Power Pool Luck - Luck PoolMind - Average of Mind Attributes
Other Conflicts[edit | edit source]
Other types of conflicts and contests[edit | edit source]
Common examples include the ones below:
Other types of Effects
There many ways to solve conflicts besides physical combat. An enemy who isn't out to kill you may use other methods to stop you, and Actions may be designed to hinder the opponents in many ways. Here are some common examples:
Confusing or tiring your opponent
Instead of producing Wounds and Cinematic Wounds, your opponent loses 1 point of Shot Count for each 5 points of Effect Value. Your opponent also receives Shock points at a rate of 1:1, but if your Effect Value is negative, you receive Shockpoints and lose Shot Count. This type of Effect is most often produced by Action or Deceit.
Social Contest
The object is to reduce someone's Presence to 0. Skills used are Interaction skills. Attack Values include Charisma and Manipulation, while Defense Values include Empathy.
For every 5 points of Effect Value you lower his Presence by one, and get a temporary positive die that can only be used against that opponent by you or someone you give it to. This positive die expires at the end of the Scene. This Effect can also be used to model Persuasion.
Gambling
For every point of Effect Value, you gain a Resource point, if your Resources are equal to or higher than those of your opponent he loses one instead. If anyone reaches 0, that person is broke, and current winner gains one point of Resources if the loser has lost Resources equal to those of the winner's. For every 5 points of Effect Value you gain a Fortune point or your opponent loses one.
Chase
The object is to reduce the opposing Vehicle's or personal Shot Count to 0. Skills used are some kind of Pursuit, Survival or Security Skill. Attack Value Perception, Intelligence, Wits, or Agility, Defense Value Perception, Intelligence, Wits, or Agility. For every 5 points of Effect per Action opponent loses 1 Shot, and for every 5 points beyond that, acting party gains 1 temporary Fortune only usable in this chase.
The Action! Deck[edit | edit source]
All Action! Cards have two things on each card:
- The Plot
- The Action
The Plot[edit | edit source]
These plots are for the players to use, or the GM before each scenario (or session). The following plots exist right now.
Alertness[edit | edit source]
Someone notices something relevant to the current situation.
Breakthrough![edit | edit source]
A current task or dilemma is suddenly resolved.
Campaign[edit | edit source]
Another subplot becomes semi-permanent.
Claim[edit | edit source]
You may claim participation in someone else's subplot.
Common Ground[edit | edit source]
You and the opposition find temporary common ground.
Connection[edit | edit source]
You know someone in the area that might help.
Double Cross![edit | edit source]
You become double crossed or double cross the party. This card refills all your Point pools.
Idea![edit | edit source]
You think of something that helps you along. Allows for permanent new things with Campaign.
Leadership[edit | edit source]
You take control of the situation. Refill one person's pool. Resolve one dilemma or cause a setback.
Martyr[edit | edit source]
You are out of the fight, but resolve the current dilemma. With Campaign: resolves the scenario, but kills you.
Mistaken Identity[edit | edit source]
You or someone else is mistaken for someone else.
Nemesis[edit | edit source]
You or someone else have a personal grudge against you or someone else.
Personal Stake[edit | edit source]
Now it's personal!
Rally[edit | edit source]
Everyone except you refills all their Point pools. You get Inspired this scene.
Romance[edit | edit source]
You or someone else find you or someone else romantically attractive.
The Shit Hits The Fan![edit | edit source]
The situation deteriorates in a catastrophic manner. Situation also becomes Dramatic: all Actions become Hazardous and Promising.
Suspicion[edit | edit source]
You or someone else is the subject of suspicion.
The Third Man[edit | edit source]
A third party with its own agenda shows up.
The Unknown[edit | edit source]
A weird, sometimes alien, third party shows up.
Wild![edit | edit source]
The situation becomes totally crazy. All Actions count as Experimental and Ínspired.
The Action[edit | edit source]
At the beginning of an encounter, fight or session (or whenever) the GM can draw a card to see what kind of situation this is and what Actions are approved. A player can change the card with a successful Action of the approved type.
Attack![edit | edit source]
All Attack Actions are Inspired.
Deceive![edit | edit source]
All Deceit Actions are Inspired.
Defend![edit | edit source]
All Active Defenses are Inspired.
Drama![edit | edit source]
All Actions are Hazardous and Promising.
Fatigue![edit | edit source]
All Actions cause Fatigue.
Inspiration![edit | edit source]
All Actions are Inspired.
Interaction![edit | edit source]
All Interaction Actions are Inspired.
Rejuvenation![edit | edit source]
All successful Actions return d10 Shockpoints, and all Wounds become bandaged.
Stymie![edit | edit source]
All Actions are Stymied.
Support![edit | edit source]
Non-Attack Actions are Inspired.Work in Progress[edit | edit source]
- Progression for all things is +5/+3/+2/+1/+1/..., up to a maximum of SkillMax.
- Stats still cost 10 points per point, although with a maximum of SkillMax. Maybe it should be called (SkillMax-10) level now?
- Better progression is mapped to X(>1) Steps of progression per Cost 1, but the max is still the same. Worse progression is equal to cost Y(>1) per Step.
- Only the best progression is used. No multiples allowed.
- Bonuses of other types are encouraged, like (examples):
- Multiple identical Actions per Action of Type
- Multiple non-identical Actions per Action of Type
- Free Action of type [Action] with any other Action
- Multiple non-identical Actions of any kind
- Multiple non-identical Actions per Action of Type
- Multiple identical Actions per Action of Type
- A positive die
- A negative die on target
- Incur penalty (progression) on target
- Gain a Point if Action is succesful. (10)
- Free Defenses with Skill
- New Effect/Width pair. Effect follows progression, Width is inverse to progression (1 = Cost 5, 2 = Cost 3, 3 = Cost 2, 4 = Cost 1, 5 = Cost 1,...)
- Effect is as normal. Effect out.
- Width is Area of Effect / Effect Scale / Autofire / etc. Width includes multiple targets, Attack target sizes affected etc.
- Width can be 1: target, 2:Area target, X:X hexes. Or 1:human target, 2: Large target, 3: Huge target,... , or Width targets.
- Maybe we should introduce Penetration, too? Penetration > Armor = normal damage, Penetration ≤ Armor = Reduce damage by Armor
- Weapons: Stats are Penetration, Damage, Defense (for Shields), Schticks.
- Dagger: Damage 1/6, Penetration 1, Schtick: Small, 20
- Baton: Damage 1/6, Penetration 0, Schtick: Small, Stun, 20
- Staff: Damage 1/4, Penetration 0, Schtick: Large, Stun, 20
- Club: Damage 1/5, Penetration 0, Schtick: Stun, 20
- Sword: Damage 1/4, Penetration 1, 40
- Axe: Damage 1/5, Penetration 2, 40
- Short Spear: Damage 1/6, Penetration 3, 40
- Long Spear: Damage 1/5, Penetration 4, Schtick: Large, 60
- Big Club: Damage 1/4
- Big Sword: Damage 1/3, Penetration 2, Defense 0, Schtick: Large, 60
- Big Axe: Damage 1/4, Penetration 3, Defense 0, Schtick_: Large, 60
- Small Shield: Damage 1/6, Penetration 0, Defense 2, Schtick: Buckler, Clumsy, 20
- Shield: Damage 1/5, Penetration 0, Defense 3, Schtick: Clumsy 1, 40
- Large Shield: Damage 1/4, Penetration 0, Defense 4, Schtick: Clumsy, 80
- Clumsy: -5 AV as Weapon.
- Armor: Stats are Absorption (vs EV) and Hardness (vs Damage)
- Leather: Absorption 1, Hardness 1
- Hard Leather: Absorption 2, Hardness 3
- Reinf. Leather: Absorption 3, Hardness 2
- Hide: Absorption 3, Hardness 1
- Chainvest: Absorption 3, Hardness 3
- Chainmail: Absorption 4, Hardness 3
- Chestplate: Absorption 3, Hardness 5
- Reinforced Chain: Absorption 5, Hardness 4
- Plate: Absorption 5, Hardness 5
- Greaves +1 Absorption, -1 Move
- Arms : +1 Absorption