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Rules (Oh no, not the big scary rules?)

Posted by LoCFor group 0
LoC
GM, 1 post
Master of Universes
Humble GM
Mon 21 Mar 2011
at 16:54
  • msg #1

Rules (Oh no, not the big scary rules?)

   Okay herein I will post the general rules.  They may sound confusing, but trust me they are very easy and the more you play the more you will say...man they probably need a few more rules...lol.
This message was last edited by the GM at 20:31, Mon 04 Apr 2011.
LoC
GM, 2 posts
Master of Universes
Humble GM
Mon 4 Apr 2011
at 18:56
  • msg #2

Re: Rules (Oh no, not the big scary rules?)

   Here are the nuts and bolts of the rules, straight from the rulebook.  Wish I knew of a reliable PDF but sadly I do not.

CHARACTER CREATION

   Each character has five basic ability scores.  Three of the ability scores are called physical abilities.  The three physical abilities are MUSCLE, SPEED, and STAMINA.  All five ability scores are generated by rolling 2d10 for a score between two and twenty:

MUSCLE is a measure of overall muscular ability and general physical strength.  It affects the amount of damage done on a successful CLOSE combat attack.

SPEED measures basic coordination and manual dexterity as well.  It helps determine who goes first in a given situation (i.e. intiative).  It can also help determine the results of a race of foot chase.

STAMINA is a measure of general health and physical well being.  It affects the rate at which a character recovers from wounds.  It also helps to determine the amount of damage a character can take from attacks and still remain alive and conscious.

MENTAL is a measure of a characters mental abilities, including such things as intelligence, intuition, logic, and mental will power.  Mental is the basis for powers that characters receive when they have acquired enough experience.

LUCK is a measure of the character's chance of surviving accidents and other unusual circumstances.

Characters start the game with ability scores from two to twenty.  As the character gains experience, the ability scores can (and will) increase.  There is no limit to how high ability scores can increase.  For example, a Lord of Creation may well have scores of two hundred or beyond.

ABILITY SCORE MODIFIERS

   Each basic ability has a special modifier.  The special modifier is found by dividing the ability score by 10. In Lords of Creation, whenever scores are divided any remainder is always rounded up to the next whole number.  For example, a score of 1-10 would give a modifier of 1.  A score of 11-20 would give a modifier of 2, a score of 21-30 a modifier of 3 and so on.

   The modifier for MUSCLE is the CLOSE COMBAT DAMAGE BONUS, which we will simply call DAMAGE  The modifier for SPEED is the INITIATIVE BONUS which is abbreviated INITIATIVE or even INIT.  The modifier for STAMINA is HEALING.  The modifier for MENTAL is POWER and the modifier for LUCK is called the LUCK ROLL.

DAMAGE: Bonus is the number of points of damage done with bare fists in close combat, as well as the number of points added to damage done by close combat weapons when attacks are successful.

INIT: is the number of points added to a 1d10 roll when it is necessary to determine who goes first in a turn.  It is also used to determine if one can catch a fleeing individual or individuals.

HEALING: is the number of points a character may heal naturally in one day.

POWERS: is the number useful for Mental Combat and is the number used to determine damage and effects of certain powers.

LUCK ROLL: is the characters chance let fortune come into play.  It functions as a saving throw to avoid the effects of some powers as well as traps and the like.  It can also be used at any time the GM decides it is applicable.  To determine a character's luck roll, take the modifier and add five.

PERSONAL FORCE


   This is one of the most important concepts in the game.  It determines when they get special powers, how far characters can go below zero Life Points without dying, and how many skills a character has.  To calculate a character's Personal Force simply add all five basic skills together and divide by ten.  Any remainder is rounded up, as always.
   Personal Force determines the characters experience level.  The higher the level, the greater the powers from which characters can choose.  No starting character has powers (though they do have a special ability) but they will acquire them as they gain experience.

PHYSICAL SCORE


   This is the average of MUSCLE, SPEED, and STAMINA (rounded up).  So add those three scores together and divide by three.  The Physical Score is the basis for all physical attacks that are not powers.

EXPERIENCE


   Characters gain Experience Points (XP) at the GM's discretion.  Experience is awarded for surviving dangers, defeating enemies, solving problems, and for intelligent actions by the characters.  As characters gain XP they increase their basic ability scores.
   Characters increase their basic ability scores by adding the results of a 1d6 to the score of their choice.  Characters must spend XP to increase their ability scores.  The number of XP needed to be able to add 1d6 to an ability depends on the character's (you guessed it) Personal Force.  At the start of the game, when the character is a Neophyte, he needs on 10XP to be allowed to increase one chosen ability score by 1d6.  As the character gains new titles, the number of XP needed to raise an ability score by 1d6 increases (see EXPERIENCE TABLE hereafter).
   Note that as the basic ability scores change, the appropriate modifiers, Physical Score, Personal Force, and Life Points also change.
This message was last edited by the GM at 20:32, Mon 04 Apr 2011.
LoC
GM, 3 posts
Master of Universes
Humble GM
Mon 4 Apr 2011
at 20:04
  • msg #3

Re: Rules (Oh no, not the big scary rules?)

TITLE

   As the ability scores increase due to experience, Personal Force also increases, albeit more slowly.  Depending on the character's Personal Force he may earn 11 possible titles.  The eleven titles, the Personal Force necessary to achieve them, and the usual number of powers the character has at each title, the XP needed to increase ability scores by 1d6 at each title, and the special ability earned with each title are given on the following table:

EXPERIENCE TABLE

Pers. ForceCharacter TitlePowersXP/Abilty Incr.Special Abilities 
1-10NeophyteNone10xpDimensional Sight 
11-20Apprentice1 Power20xpDimension Language 
21-30Master of Space2 Powers35xpSpatial Awareness 
31-40Master of Time3 Powers50xpTemporal Awareness 
41-50Mstr of Dimensions4 Powers75xpDimension Awareness 
51-60Grand Master5 Powers100xpDouble Healing 
61-70Immortal6 Powers150xpTransmigration 
71-80Space Lord7 Powers200xpSpace Travel 
81-90Time Lord8 Powers500xpTemporal Travel 
91-100Dimension Lord9 Powers1,000xpDimensional Travel 
101+Lord of Creation10 Powers2,000xpConstruction 

There is no limit to the amount of experience a character may earn, or that an ability score can reach.  Once a character reaches Lord of Creation, however, there are no new titles.  For every increase in Personal Force of 10 beyond 100, the character receives another power.

TITLE ABILITES (SPECIAL ABILITIES)

   Each title confers a special ability.  Title abilities are included as much to help the GM as the characters.  Title abilities work only at the discretion of the GM.  Usually, the title abilites of Double Healing and Transmigration always work, while the other abilities work.  Other abilities may not always work, however, and your GM will helpfully decide when and if they are functioning in a given setting.  (For example Dimensional Travel may not function if the Dimension you are inside has been severed from the rest of reality to create a Dimensional Prison..hehe)

Dimensional Sight
: Is the ability to see other dimensional creatures that are normally invisible from most mere mortals.  Such creatures include ghosts, elementals, sprites, etc...would be seen only by someone with dimensional sight in most instances.

Dimensional Language:
Allows a character to speak most languages as needed.  It is a sort of limited telepathy that allows characters to instantly learn a new language.  This may not work with some creatures whose minds are so alien as to confound simple telepathy, or if the character is physically unable to speak the language for some reason.

Spatial Awareness: You always have an understanding of how far above or below ground you are and relative north. You also have a better sense of how stable the world your on is. Earthquakes and natural disasters don't come as a surprise to you and you can tell if they are natural or manufactured. You may also occasionally receive visions from other parts of the world.

Temporal Awareness: You always know what day, time and year it is. You also know if you are in your own time line or a different time line. You can tell how stable the time line is and gauge how much your actions will affect the stability of said time line(zero, a little, a lot or catastrophically). You may receive visions from across time.

Dimensional Awareness: You always understand if you are in your own dimension or in a parallel world. You also have a sense of how stable the world is and, if it's ruled by a particular Lord of Creation, you know who that is. You also recognize other on the path of Lord of Creation just by looking at them. Visions from across dimensions may happen from time to time.

Double Healing:  Allos the characer to heal at twice the normal rate.  The ability includes all forms of healing (magic, normal healing bonus, medic skill etc).  Double healing, once achieved, is always active and functions normally in almost every case.

Transmigration:  Gives the character a form of Immortality.  It allows the character 3-18 extra lives.  During an adventure, when the character would normally die, he wakes up in a new body.  Rather than rolling up a new character, the player rolls up a character and averages the new scores with those of his old one.  The composite character retains all memories of his former life.  Only the GM will usually know how many lives the character has.

Space Travel:  Allows the character to teleport through normal space, including interstellar distances.  This teleportation takes 1-10 minutes preparation.

Time Travel:  Allows the character to teleport through time both past and future.  This teleportation takes 1-10 minutes preparation.

Dimensional Travel:  Allows the character to teleport across the myriad dimensions.  This teleportation takes 1-10 minutes preparation.

Construction:
  Allows the character to create his own pocket universes, conforming to whatever structure and physical laws he or she can imagine.  At such a level, the character may well decide to become a GM himself, to allow others to adventure in the universe he designs.  Very VERY few individuals ever reach such a level and the Elder Council, composed of active Lords of Creation, is always watching for such individuals.  Those who reach this level will be invited to join the Elder Council.
This message was last edited by the GM at 15:36, Sat 21 Dec 2019.
LoC
GM, 5 posts
Master of Universes
Humble GM
Mon 4 Apr 2011
at 20:56
  • msg #4

Rules (Oh no, not the big scary rules?)

Money:  Even world creating Lords of Creation got to have some green, at least at first.  Characters begin the game with an amount of money equal to $10 times the roll of d100.  In other words, a character who rolls a 57 on percentiles begins the game with $570.00.  The starting money can, as with pretty much everything, be altered at the GM's discretion.  Money is used to buy initial equipment and, unlike some other role playing games, has no bearing on experience.

Movement:
The movement base for humans is 60 feet/turn.  Characters begin the game with this base movement speed.

Life Points: Life Points are the number of points of damage a character can take before going unconscious.  Characters don't die when they reach zero life points, the simply lose consciousness.  The character can receive the number of damage points equal to his Personal Force and still live.  If the character receives more negative points than the total of his Personal Force then that character is dead.  Foes that don't have a Personal Force can usually only take five points below zero in damage before they expire.
   To calculate the number of Life Points for a character, add the character's Stamina score plus 1d10 for every title level attained (including neophyte).  The number of Life Points for a starting character is equal to that character's Stamina score, plus 1d10.  Note that the Stamina score is only added to the beginning character's Life Point total and not to any subsequent rolls for increase in level.

Armour: Armour and shields reduce the amount of damage done by an opponent in combat.  Characters usually begin the game with no armour, though under some circumstances they may be allowed to buy armour at the start.

Professions/Skills:

   The number of skill points a character has at the beginning is equal to his Personal Force.  Skill points may be divided any way the player wishes with one exception.  A beginning character may spend less than half of his or her points on Combat Skills.
   Each profession is named.  Each profession has five levels of mastery.  The level indicates roughly how accomplished you are in that profession.  Each skill level costs one more than the preceding skill level.  For example to go from a Pilot-3 skill to a Pilot-4 costs one point.  A character does not need to master all the skills at each level before progressing to the next, but may do so if desired. Additional points placed into a profession after level five simply allow the character to take another skill in the list that they have not yet acquired.
   At the beginning of the game a character can choose any skill from any profession, except those which are not part of the character's temporal setting of course (futuristic skills would be unavailable to a Neanderthal character for example).  Once initial professions are chosen they may NOT increase by more than ONE LEVEL AT A TIME, unless the GM says otherwise.  Characters may only learn the Futuristic and Magical Skills when they are in the appropriate setting to do so.
   The name of the skill indicates specific things the character can do with that skill (note your GM has an expanded explanation of each skill in order to answer any questions pertaining to them).
   The number in each profession is also an indication of how generally skilled the character is in that profession.
   Skills are not used in an absolute way and the GM is the final arbiter over what can and cannot be done.  They are meant to give the players and GM an idea of the skill set of each character.  New skills/professions can be added, the list is by no means complete.  Each new profession should have five levels as the rest do of course.

Powers:

   Characters do not typically begin the game with powers, but begin to acquire them upon reaching second level.

Equipment:

   A record of what personal equipment the character owns.  It should be noted what, if anything, is carried on the character's person and what is stored elsewhere.

Background:


   Self explanatory.
This message was last edited by the GM at 20:58, Sun 17 Apr 2016.
LoC
GM, 6 posts
Master of Universes
Humble GM
Sun 17 Apr 2011
at 04:14
  • msg #5

Re: Rules (Oh no, not the big scary rules?)

CHARACTER NAME: (Kinda goes without saying right?)




MUSCLE:                    Damage:                        SPECIAL ABILITY

SPEED:                      Init:

STAMINA:                  Healing:

MENTAL:                    Powers:

LUCK:                       Luck Roll:

TOTAL:                     PERSONAL FORCE:                         MOVEMENT:

PHYSICAL:                 LIFE POINTS:


TITLE:

ARMOR:                     XP:                 MONEY:


SKILLS                     POWERS KNOWN


[11 blank lines suppressed]


EQUIPMENT


CHARACTER BACKGROUND/NOTES


SUMMARY
1. Record Character's Name
2. Roll for Basic Ability Score (2d10)
3. Record Ability Modifiers (Base Ability /10 rounded up)
4. Total Base Ability Scores and Calculate Personal Force
5. Record Physical Score(Muscle, Speed, Stamina /3 rounded up) Title, and Life Points
6. Choose and record character's skills (Total skills equal Personal Force.  Less than half can be spent on weapon skills)
7. Record Weapon Data (if any)
8. Roll Starting Money and choose equipment (d100x10)
9. Record Movement Base
10. Armour, XP, Character Powers are left blank to start)

This message was last edited by the GM at 15:44, Fri 15 Aug 2014.
LoC
GM, 8 posts
Master of Universes
Humble GM
Thu 21 Apr 2011
at 22:50
  • msg #6

Re: Rules (Oh no, not the big scary rules?)

CHARACTER NAME: Virgil "Doc" Fortunato




MUSCLE: 8                  Damage: 1                       SPECIAL ABILITY: Interdimensional Sight

SPEED: 18                   Init: +2

STAMINA: 11               Healing: 2

MENTAL: 14                Powers: 2

LUCK: 19                    Luck Roll: 7

TOTAL:  70                 PERSONAL FORCE: 7                          MOVEMENT:60'/turn

PHYSICAL: 13
           LIFE POINTS: 18

Weapons: Shotgun  Attack: 15  Damage: 3-18 +2

TITLE: NEOPHYTE

ARMOR:                     XP:                            MONEY:$810.00


SKILLS                                                                   POWERS KNOWN
Stage Magician 3 (slight of hand, distraction,
escape artist)
Medical 2 (first aid, general practice)
Rifle-ballistic 1 (Doc loves his shotgun)
Dodge-1



EQUIPMENT

binoculars $50
compass $10
flashlight$5
gas mask $15
medical kit $300
shotgun $300
 5 reloads $25
prepaid cell phone $25


CHARACTER BACKGROUND/NOTES

This message was last edited by the GM at 21:39, Fri 15 Apr 2016.
LoC
GM, 9 posts
Master of Universes
Humble GM
Mon 16 May 2011
at 22:09
  • msg #7

Re: Rules (Oh no, not the big scary rules?)

Professions, Skills and Aptitudes:
A Profession represents effort put into a particular field of study. From this, you have a number of Skills. Professions are rated ranks of 1-5. A character may have 1 skill for each rank in a profession. Some skills require you to have a certain rank in the Profession before you can take them; these are noted by a number in parenthesis.
Starting characters may take no more than 3 ranks in any skill. Only ½ of their Profession’s ranks may be in Combat skills.
Under normal circumstances, a character can use his non-combat skills with automatic success. In unusual, difficult or hurried circumstances, a character may need to roll against his skill. A character has a percent chance equal to 20% times his skill rank to successfully complete a task, 5% or less being an automatic or extraordinary success, 96% or above being an automatic or extraordinary failure.
• In completely alien environments (trying to do stone cutting using lasers in zero gravity for a fantasy character), then the character only has a 10% chance per rank.
• If a character needs to use a skill but does not have it, the GM May rule they can try it at 10% per skill rank, 5% in odd or alien conditions (the character must still have the minimum rank in the Profession to use the skill.)
• If more than one skill covers a particular action (or is related to a particular aptitude) use the better of the choices.

Aptitudes are like skills and count towards the total ranks for counting how many skills a person may have, but they are not calculated in when determining % chance.
Aptitudes usually require that the character already have certain skills and sometimes at a specific rank. If that's the case, it will be noted in the aptitude's description. Combat related aptitudes count towards the 1/2 limit on combat skills.
If a profession has more skills than five listed, you may purchase additional skills after achieving five, but doing so does not increase the character's rank in the profession further.
If they are noted with a number, that's the minimum rank you need in the profession to take it.
Unless otherwise noted, the skills in a given profession behave exactly as described in the Lords of Creation rulebook.  More professions, skills, and aptitudes may be added, at the GM's discretion.

PROFESSION/SKILL LIST


Agriculture: Agronomy, Livestock, Odd Jobs, Weather sensing, Local History

Art: Painting, Writing, Poetry, Sculpture, Architecture, Music, Crafts

Athletics: Acrobatics, Running (for long distances), Skating, Swimming, Parachuting, Diving, Zero Gravity (4)

Bureacracy: Record Keeping, Structure (includes policies and procedures), Research and Development, Marketing, Business Law (2), Customs/INS(3), Corporate Espionage(4)

Computer: Operation, Programming (2), Security (3), Robotics (4) AI(5)

Construction: (Replaces Building) Carpentry, Stonemason, Metalworking (2), Plastics, Exotic Materials (2)

Diplomacy: Etiquette, Fashion, Haggling, Leadership(3), Politics (3), Heraldry (can be used to determine command structure and battlefield signals as well)

Engineer: Mechanical, Electronic, Computer (prereq: Electronic), Robotic (3), Nuclear(3), Civil, Acoustics, Vehicular, Miniaturization, Energy Systems (5), Weapons, Armor, Steam

Espionage: Stealth, Shadowing, Forgery, Codes, Criminal Law, Lock picking (includes safe cracking), Pick pocketing, Disguise, Vehicle Theft, Investigation

Medical: Diagnostics, First Aid (helps to stabilize dying characters), General Practice (2), Pharmacology (includes herbal remedies) (2) Alternative, Veterinary (3) Forensics (3) Genetics (4), Surgery (4)

Occult Knowledge: Arcane Languages, Arcane Artifacts (For identifying magical items), Folklore (for special monster knowledge), Secret Societies, Powers (Including powers of LoC's), Alchemy (4) (for making potions and one-use items), Magical Detection(4), Wards(5) (Magical Protection), Rituals(5) (For making permanent magical objects as well as other nifty spell work)

Physical Sciences:  Botany, Chemistry, Physics, Geology,  Geography, Astrophysics, Biology, Oceanography, Quantum Physics(4) (For knowledge about teleporters and time machines)

Pilot: Riding (Horses, Chariots), Land Vehicles - Small (Race Cars), Land Vehicles - Large (Tanks), Watercraft - Small (speedboats), Watercraft - Large (Yachts, Frigates), Hovercraft (2), Aircraft (3), Personal Flight (3) (Flying brooms, Wing suits, Jet packs), Power Armor, Remote Piloting, Spacecraft (4), Exotic (5) (Time Machines)

Smooth Talker: Bluffing, Intimidation, Infiltration, Seduction, Bribery, Taunt (gives negatives in combat to opponents)

Social Sciences: History, Sociology, Archaeology,  Anthropology, Linguistics, Theology, Parapsychology, Psychology

Theatrics: Costuming, Performance, Slight of Hand, Escape Artist, Juggling,  Distraction (Can keep a foe focused on you or away from something), Ventriloquism, Illusion Creating (4)

Wilderness: Navigation, Tracking, Survival, Trapping, Hunting/Fishing

APTITUDES:

Animal Handling: Requires Riding, Biology, Veterinary or Theatrics.
Communications: Espionage or Engineer
Connections: (Profession): Gives 1 contact and allows you go plug into social networks associated with the chosen profession. Can be taken multiple times.
Cooking: Requires Wilderness, Diplomacy or Engineering
Demolitions: Construction (3) or Engineer (3)
Magical/Futuristic: Bought once for each Profession. Negates the penalty for working in an alien environment
Fast Draw (Weapon): Allows you to draw one type of weapon without having to take an action.
Interfacing: If interfaced with a vehicle or other non-weapon item via plugs, you don't have to take an action to maintain control of or use the item.
Sniper: Half penalties for Extreme Range. Opens up another Range category, up to 2.5 the normal distance at -10 to hit.
Tactics: Allows you to add 1 to your group initiative rolls for each member of the party.


COMBAT SKILLS

Combat skills function in the same way they do in the book, but you now take skills in a class of weapons rather than the weapon itself. The classes are:

Unarmed: Fist, Kick, Armoured Fist, Photon Gauntlet, Electroglove

Melee -Small:
Knife, Sap, Long Knife, Combat Knife, Katar, Vibro-dagger, Energy Claw

Melee -1handed: Baton, Club, Short sword, Mace, War-hammer, Hand-axe, Sword, Rapier, Morning-star, Electro Rapier, Photon Cutlass, Force Axe, Spiked Shield

Melee -2handed (note, may be wielded 1 handed at half skill with Muscle 21+, full skill at 30+): Quarterstaff, War-Axe, Two Handed Sword, Pole Arm, Spear (Melee), Great Club, Chainsaw, Varilance, Mattock, Maul, Great Cleaver, Scythe

Melee -Flexible (note-can be used to make grapple attacks at range): Chain, Whip, Flail, Three section staff, Whip-sword, Tanglewhip, Energy Whip

Thrown: (note some melee weapons, spear, knife, hand-axe may be thrown): Bolas, Boomerang, Chakram, Dart, Energy Grenade, Grenade, Shuriken

Bows/Missile: Short bow, Long bow, Cross-bow, Atlatl, Blowgun, Sling, Sling-staff, Force bow

Pistol -Ballistic:
Flintlock pistol small, Flintlock pistol large, Revolver small, Revolver large, Revolver heavy, Pistol small, Pistol large, Pistol heavy, Target Pistol

Rifle -Ballistic:
Flintlock Rifle, Blunderbuss, Musket, Rifle small, Rifle Large, Rifle heavy, Rifle very heavy, Sniper rifle, Shotgun

Pistol -Energy:
Blaster, Sonic Disrupter, Laser pistol, Stunner, Nova Ray, VariBlaster, Force pistol

Rifle -Energy:
Proton Beamer, Laser Rifle, Gamma Raygun, Neutron Beamer, X-ray laser, Laser Sniper, Nova Blaster, Multi gun, Force Bolter

Pistol -Other: Gauss Pistol, Taser, Gyrojet pistol, Tangler

Rifle -other: Gauss Rifle, Gyrojet Pistol, Rocket gun, Spear gun, Spike gun

Heavy Weapon -Portable: Flame thrower, Grenade launcher, Light Machine gun, SAW, Rocket Launcher

Heavy Weapon -Fixed:
Gatling gun, planetary defense gun, Starship weapons, vehicle mounted weapons, proton torpedos

Auto fire: SMG light, SMG heavy, Assault Rifle, Auto Shotgun, Battle Rifle, Needler

All combat categories may go as high as the highest weapon skill within the category (for example, unarmed has a max skill level of 6 so that is the most that can be placed into that category. Any weapon may be used within the category.  Only the skill level indicated in the weapons table is counted for purposes of determining bonus to hit. You may apply your skill up to that number to damage as well.

Combat skills are never considered to be under alien conditions. Using a weapon without the corresponding Combat skill does not give a penalty.

Ballistic and Energy Ranged Weapon Options:

Compact: Makes the weapon smaller, such that it can be more easily concealed. Longarms (by shorter barrels and removing the stock) may be carried under a jacket; pistols may be hid on the body such that it requires an Espionage (Investigation) roll to detect them. This reduces the skill rating of the weapon by 1 and reduces their range by 20%. Cost: No extra cost.
Long Barrel: Longer barrels make a weapon harder to conceal, but allows for more accurate long range shooting. Increase the weapon’s range by 20%. Cost: +10% of weapons base cost.
Laser Sight: Adds +2 to hit. Cost: $200. Lasers may apply this cost to the weapon itself, such that it may project a low power, targeting beam out of the barrel that then intensifies when fired.
Folding Stock: Adds +1 to the skill of pistols when extend, up to 6. Subtracts 1 from skill on long arms when folded. May be added to compact longarms.
Scope: Reduces range penalties by half. $300

Special Ammo (ballistic weapons):
Hollow Point: +1 per die of damage. Ballistic and Energy armor counts as +1.5 vs weapons using hollow points. , $10 a load
Armor Piercing: Does -1 per die of damage (always at least 1 point), but ignores up to 5 points of hard ballistic armor, -10 Soft Ballistic $15 a reload
Incendiary: +1 per die of damage; damages creatures hurt by fire. The wound burns for 1 point per die for the next turn, before any action is taken.  $15 a reload
Explosive:  +2 per die of damage; damage type becomes Energy.
Slug: When loaded into shotguns, removes the damage adjustment for range.
Rubber: Does 1 point of damage per die, target must make a luck roll or be Stunned for 1-6 rounds

Improved Materials:
Silvered:  May be used with ballistic ammunition or regular weapons, both ranged and melee. 10 times normal cost; affects werewolves.
Mithril: A light metal discovered by dwarves. It may not be broken except with magic. Gives Melee weapons +2 damage, halves the weight of armor and removes up to -3 of dodge penalties. 20 times normal cost
Adamantine:   A strong, black ferrous metal that, once forged, will never break nor dull. 50 times normal cost, gives a +1 per die bonus to damage, gives regular armor a -2 bonus. 50 times normal cost
Duranite – Duranite is an artificial, futuristic alloy that can be used in needlers, Spikers, arrows and fashioned into melee weapons. It is a durable alloy that is unaffected by Energy armor. It works with other armor as normal.  Illegal to own, cost 20 times normal cost of the weapon or ammunition.


There are two defensive Combat Skills: Dodge and Shield.

Dodge acts like armor used to, reducing someone’s ability to hit you. Dodge acts against all weapons, but is halved against energy weapons.  It has a maximum of 10.

Shield may go only up to 5, but you may only apply up to the shield’s damage reduction to any given shield, i.e. if a large shield provides a -3 damage reduction, you can only apply 3 points of your shield skill to it.

Neither damage reduction from armor or to hit penalties from Dodge can be higher than 20.

Combat:

Aiming: You must announce that you’re going to Aim before initiative is rolled. You may take up to a -5 penalty to initiative to get up to a +5 bonus to hit.
You may not move more than 5 feet while aiming. If you are hit while aiming, you must make a luck roll to maintain the bonus. You may not dodge while aiming.

Armor and Shields: Armor now represents a reduction in damage rather than a difficulty to be hit (now represented by the Dodge Skill). The values, however, are the same and armor still protects from the same weapons as listed. For damage reduction, round down if fractions come into play.

Regular armor is full against regular damage, ½ vs. ballistic and nil vs. Energy.
Soft Ballistic is full vs. Ballistic, ½ vs. Regular and nil vs. Energy.
Hard Ballistic is full vs. Regular and Ballistic, ½ vs. energy.
Energy armor protects full vs. Regular, Ballistic and Energy.

Magic armor of any type protects counts its full value towards any damage from non magical weapons, but counts as above versus magic weapons of its type (i.e. a magic laser pistol would bypass magic regular armor, 1/2 the protection of magic ballistic). Magic weapons bypass non-magical armor completely.

Magic armor may have bonuses that apply to damage reduction or to Dodge.

Layering Armor:  If you wear more than one type of armor, (for instance a concealed vest under a suit of plate) the highest damage reduction (for the type of damage encountered) is counted, then an additional -1 for each other piece of armor that’s applicable. In the above example, the person wearing plate mail (-6, regular) and a bullet proof vest (-4, soft ballistic) would get -7 vs. Regular damage and -5 vs. Ballistic. Dodge penalties for multiple armors count in full.

The combined damage reduction of armor and shields (even augmented by skills and powers), can never be more than -20.

Shields provide an additional damage reduction, but are only effective if you have initiative on the person attacking you.  If you have the Shield skill, add your rank to the shield’s damage reduction. A shield will still function even if you don’t have initiative. So for instance, if you had a small wooden shield (-1) and you had the Shield skill at 1, you would have -1 damage reduction if you lost initiative and -2 if you won initiative. Shields may have no higher damage reduction than -5 (-10 with skills).

Also, shields are rated the same as armor (Regular, energy, etc.) and only are effective vs. appropriate damage types.  So a Large Regular Shield (-3) wielded by a user with Shield (skill level) 3 could have a maximum protection of -6, -4 vs. Ballistic and no effect on Energy. If the character didn’t have initiative on an attack, the values would be -3, -1 and 0.

NameTypeProtectionDodgeNotes 
Buff CoatRegular1-  
Leather ArmourRegular3-3Includes Helmet, Bracers, Greaves 
Bronze CuirassRegular2-  
Bronze ArmorRegular4-1Includes Helmet, Bracers, Greaves 
Chain Mail ShirtRegular3-  
Chain Mail ArmorRegular5-2Includes Helmet, Bracers, Greaves 
Steel CuirassRegular4-2  
Steel Demi PlateRegular5-4Includes Helmet, Bracers, Greaves 
Plate ArmorRegular6-6Includes Helmet, Bracers, Greaves 
Steel HelmRegular1-See Below 
Bracers & GreavesRegular1-Alone as Shield 
Small Wood ShieldRegular1-  
Large Wood ShieldRegular2-  
Sm Metal ShieldRegular2-  
Lg Metal ShieldRegular3-2  
Tower ShieldRegular4-2Not carried may be partial cover 
Bal. Cloth VestSoft Bal4-  
Bal. Cloth ArmSoft Bal5-1Does not include helmet or boots 
Riot ShieldHard Bal4-1  
Ballistic HelmetHard Bal1-See Below 
Polymer CuirassHard Bal6-1  
Polym. Demi PlateHard Bal7-2Includes Helm, Greaves 
Polymer PlateHard Bal8-4Includes Helm, Greaves, Bracers 
Energy VestEnergy6-Covers Torso and Head only 
Energy FieldEnergy8-Covers all bodily areas 
Energy ShieldEnergy5-Worn as bracer, 3' diameter shield 
Light Hard suitEnergy9-3No Dodge interfaced;incl Energy Fd 
Heavy Hard suitEnergy10-5-2 Dodge interfaced;incl Energy Fd 

Armor Notes:
Bracers and Greaves: 50; Bracers cover the forearms, greaves cover the shins and the top of your feet. They are present in most suits. Bracers or greaves can be worn alone for -1, but only provide that protection if you have initiative on your opponent.
Riot Shield: 200; Similar to a tower shield, made of ballistic plastic.
Steel Helmet: 20; may be worn on its own.
Ballistic Helmet: 45; may be worn on its own.
Light Hardsuit: This armor replaces Power Armor from the book and has the same accessories. It has a built in powered exoskeleton built in that allows you to move more normally, but it does not affect your muscle or speed. The suit includes an energy field. If disabled, the armor becomes hard ballistic protection and goes to full dodge penalty.
Heavy Hardsuit: This armor replaces Space Armor from the book and has the same accessories. It has a built in powered exoskeleton built in that allows you to move more normally, but it does not affect your muscle or speed. The suit includes an energy field. If disabled, the armor becomes hard ballistic protection and goes to full dodge penalty.

Called Shots:  You may take a -10 penalty to your shot to make a called shot. This will allow you to target unprotected areas on a person’s body or hit very small (silver dollar sized) targets. Your attacks do not gain any extra damage but may bypass armor.

Disarm:
You may attack to disarm an opponent rather than do damage. If so, you take a -3 penalty to hit. If successful, your target must make a roll, (Their weapon skill – Your weapon skill) x 10%. If successful, they retain their weapon; alternately, they may expend their next attack to retain the weapon.

Active and Passive Dodge: The Dodge skill makes it harder to be hit. Dodge is considered always on passively unless you’re too restrained to move or somehow otherwise impaired.
You can choose to actively Dodge in a turn, sacrificing all attacks. If so, your dodge is considered to be doubled.
In no case can your Dodge rating be increased above -20.

Fast Draw: If attempting to out-draw an opponent, gunslinger style, you may both make the following roll; the highest roll goes first. If it’s a tie, the one with the highest Init bonus goes first. If the init bonuses are equal, they the attacks go off simultaneously.
1d6+ Init bonus + 1 for each attack you sacrifice for that turn
Note:  You may not sacrifice an attack to gain both speed and a bonus to hit; you must choose one or the other. Also, you must still have one attack available to actually attack with.
Characters or Foes that can only attack once a turn cannot sacrifice attacks. If you have the aptitude Fast Draw for the weapon, they may add their weapon skill. Compact pistols or small one handed weapons and rapiers gain a +2 to the roll and long arms get a -3 penalty.

Tripping Attacks:  The attacker may attempt to use a staff, whip, kick or similar weapon to trip an opponent rather than do damage. If so, the attacker declares before the roll is made. He hit does no damage, but the target must make a luck roll or be on the ground.
Fighting from the ground gives you a -3 to your attacks and a +3 for others to hit you.
You can only trip creatures roughly your size or smaller.

Stun: On a critical hit or with certain weapons, a character can become stunned. To avoid being stunned, a character needs to make a luck roll. If they fail, they lose 1 attack and are -4 to all actions (including Dodge) for the rest of the turn.

Grappling:
To grapple an opponent, you must make a successful unarmed attack. Your first attack doesn’t do any damage, but you may automatically apply your unarmed combat damage to your target each attack thereafter until the victim breaks free.
While grappling or being grappled, you are a +3 to be hit and can do nothing else. You cannot grapple creatures over 1½ your size.  You may stop grappling at any time.
If grappled, the one being grappled must make a roll: Their Unarmed combat x10%, +1% for each point of muscle they have higher than the person grappling them.

Auto fire: Automatic weapons may be used in one of three ways:

Firing at a single target: A burst from an automatic weapon fired at a single target does 1.5 damage and is  +4 to hit. This uses a standard number of bullets from the gun when fired on Fully Automatic. This may not be less than 3.

Firing at many targets near one another: The weilder may target a general area. This is dealt with as a 15-degree wide cone starting from the user. If a target is in that space, they must make a luck roll minus the attacker’s autofire skill or be hit for standard damage.

Suppressive fire: See the book.
This message was last edited by the GM at 04:59, Fri 16 Feb 2018.
LoC
GM, 10 posts
Master of Universes
Humble GM
Wed 28 Dec 2011
at 17:05
  • msg #8

Re: Rules (Oh no, not the big scary rules?)

   Right, your physical score represents your basic attack.  Your physical score is, as has been stated earlier, the combination of your MUSCLE, SPEED, and STAMINA, dived by three and rounded up.  Thus our example:

   Our "hero" Virgil "Doc" Fortunato has a Muscle of 8, a speed of 18, and a stamina of 11.  Together these three total 8+18+11= 37/3= 12.33 which is rounded up to a 13 Physical score.  This is the BASE to hit for your character on 1d20.  Although the original game uses 2d10, I much prefer the results of 1d20, and so that will be used here.  You are attempting to get your Physical score or BELOW in order to successfully hit.  There are, of course, numerous combat situations that can modify this base to hit.

COMBAT SEQUENCE and PROCEDURE

   Combat usually proceeds according to the following sequence:

1. Roll for Initiative (1d10 plus init bonus)
2. Movement (2 through 6 is done in order of init)
3. Declare attack type and target
4. Conduct any special ranged combat attacks
5. Roll for attack success
6. Roll for damage if attack succeeded
7. Conduct any multiple combat attacks in order of initiative.
8. Repeat 1-7 until combat ends.

INITIATIVE

   Initiative is determined by rolling 1d10 and adding your SPEED init modifier.  If two or more combatants tie for initiative, the combatant with the best init bonus goes first.  If both are equal, reroll until the tie is broken.

MOVEMENT

   Movement is expressed in feet per turn (km don't impress me).  Basic movement for humans is 60 feet per turn.  Basic speed is known as WALK MOVEMENT.  This is the number of feet you may move while walking in a single turn.  RUNNING MOVEMENT is the number of feet per turn an individual can run.  Running is twice as fast as walk movement.  Thus run movement for humans is 120'/turn for an average person.  SPRINT MOVEMENT is an individual's fastest movement.  Sprint movement is three times walk movement.  Basic sprint movement for humans is 180'/turn.

   HOUSE RULES: You can only RUN for a number of turns equal to one half of your Stamina, you can only SPRINT for a number of turns equal to one third of your Stamina.  These conditions can be changed by magical, psychic, or super-technological means, but otherwise apply to all physical beings.  Once you have reached the limits of your Stamina you must rest.

   In a chase, the faster side will eventually catch the slower side, unless circumstances intervene.  If both sides are equal in movement, the faster side is the one with the greater initiative bonus.  If both sides are equal, or the slower side is trying to catch the faster side, the chase only succeeds under unusual circumstances (one side stopped by a locked door, chased into a dead end alley, etc).

   The character, or side (if rolling for the entire group) with initiative moves first.  If already engaged in close combat, a character with initiative can move out of combat.  To do so, the character must take one "free" attack from his or her opponent.  Note that, on the opponents move he might catch the character and attack again.  If a character does not have the initiative, he can't move out of close combat.

ATTACK DECLARATION

   Before combatants roll for attack success, each combatant must declare who he is attacking.  Targets don't have to be declared until after the attacker has moved (or had a chance to move).  Attacks take place, as declared, regardless of the outcome.  In this way, it is possible to waste attacks on a target that has already been defeated.  Such wasted attacks typically take place only when initiative is determined for each side, instead of per individual.
   A similar difficulty can arise when a character raises his Physical Score above 20 and is eligible for multiple attacks.  When using multiple attacks only, a combatant can switch extra attacks to other enemies within ten feet of the original target.  If there are no enemies within ten feet of the original target, the extra multiple attacks can not be taken.

ATTACK TYPES

There are three main types of attacks: close combat, ranged combat, and power attacks.  Individuals with multiple attacks can perform different types of attacks in the same turn.  The type of attack, and its target, must be declared before any attack is made.

Close Combat takes place when combatants are within 10 feet of each other, and at least one wants to fight.  Close combat is hand to hand, or close combat weapon.  The Master Weapon Chart lists a good selection of close combat weapons, the amount of Damage they do on a successful hit, the minimum defense against that particular weapon, and the maximum skill level possible for that weapon.  Your GM will have a cost for each weapon as well.
This message was last edited by the GM at 02:51, Mon 25 Apr 2016.
LoC
GM, 264 posts
Master of Universes
Humble GM
Fri 15 Aug 2014
at 16:41
  • msg #9

Re: Rules (Oh no, not the big scary rules?)

If combatants are already in close combat, the side with initiative has the option to make a ranged combat attack (even if the range is 10 feet or less).  If the side with initiative changes to ranged combat, the side without initiative also has the option to change to ranged combat.  If the side with initiative fights with close combat, the side without initiative does not have the option to switch to ranged combat.  As long as one combatant uses close combat in a turn, both combatants are considered to be in close combat at the start of the next turn.

Power Attacks are the use of a power during combat, even if the type of power used would not be considered an attack.  Power attacks can always be made, regardless of what kind of combat is taking place.  Use of powers requires no preparation and takes place instantaneously (unless otherwise specified).

Special Ranged Combat Attack

In one special case can attack be made out of turn.  A character with initiative wants to make a close combat attack, but begins the turn more than ten feet away from an opponent; the opponent is allowed to make a ranged combat attack before the close combat takes place.  So an opponent could make a ranged attack against an opponent wielding a sword who started the turn twenty feet away, before the sword attack could take place.  The individual who makes the special ranged attack can make no more attacks that turn, unless he has multiple attacks.

Attacking moving targets

When an individual fires at a moving target, the range is calculated at the mid point of the target's move.  For example if the attacker began his move 100 feet away, and is trying to move to close combat, the special ranged attack would take place at a range of 50 feet.

Special Ranged Combat and Multiple Attacks


If an individual has multiple attacks, only HALF of the attacks may be used during special the special ranged combat attack.  For example, an individual has 6 multiple attacks.  That individual could make three special ranged combat attacks.  One attack time would then be spent switching to a close combat weapon.  The final two attacks would then be made with the close combat weapon.  The three special ranged combat attacks would be made at the same time (mid point in the target's move).  This is the only exception to multiple attacks coming after every combatant has had at least one attack.
If an individual has an uneven number of multiple attacks, round up in his favour.  So, if an individual had three multiple attacks he could make two of them against targets closing to close combat.
If the GM wishes, the multiple special ranged combat attacks could be evenly spaced along the target's move, instead of all at midpoint.  Thus, three attacks could come at 1/4, 1/2, and 3/4 (note I won't be doing that :)

Attack Success


The basic chance for a successful attack in close combat or ranged combat is equal to the combatants physical score.  The roll to hit is made on 1d20.  The basic chance is modified by the skill level of the attacker for the weapon being used, and the dodge rating of the opponent, if appropriate.  A roll equal to or less than the modified chance to hit indicates attack success.
There are various other factors which can additionally modify the basic chance to hit as well. The GM makes the final decision as to which modifiers apply.
This message was last edited by the GM at 22:34, Sun 17 Apr 2016.
LoC
GM, 293 posts
Master of Universes
Humble GM
Sat 14 Feb 2015
at 22:37
  • msg #10

Re: Rules (Oh no, not the big scary rules?)

VEHICULAR COMBAT/PURSUIT PART I:

Every car has 1) an acceleration factor 2) a brake factor 3) structural points 4) a maximum speed 5) a turn modifier and 6)of course a price.

Acceleration factor: abbreviated AF is the amount of speed the vehicle can gain in one turn.  Acceleration is given in both miles per hour and feet per turn.

Brake factor: abbreviated BF is the amount of speed the car can lose (decelerate) in one turn.  Braking is also given in both miles per hour and feet per turn.

Structural points: abbreviated SP are like life points for an individual.  They convey how soundly the car has been built and how much damage it can take before it is no longer able to function.

Maximum speed: abbreviated MS is the highest speed possible for the vehicle.

Turn modifier: abbreviated TM is a bonus or penalty applied when a driver is checking for an accident when making a turn or taking a curve at unsafe speeds (plus indicates a bonus, minus indicates a penalty)

Price: self explanatory, listed in U.S. dollars.

Note: modifications and customization of the vehicle can change the initial stats.

CUSTOMIZING AUTOMOBILES


Customizing a vehicle costs the same as the original price of the vehicle.  Thus if a customized automobile is bought new, it would cost double the normal price.  Customizing requires access to mechanical parts, a repair facility and a mechanic.  If the work is done by a player character mechanic then 10% per mechanic level can be saved from the customization price.

Customization will increase an automobile's AF by 90'/turn (10mph) its BF by 90'/turn up to a maximum of 80 mph (720'/turn).  The vehicles SP increase by 20% and its MS also increases by 20%.  Its turn modifier remains unchanged however, unless modified by more advanced or magical means.

BULLET PROOFING


An automobile can also be bullet proofed.  Bullet proofing increases a car's SP by 50%, but lowers both its AF and BF by 90'/turn (10 mph)and its maximum speed decreases by 20%.  The cost for bullet proofing is the same as the car's initial price.  A player character may save on the price of bullet proofing as for customizing.  The same car can be customized AND bullet proofed in which case its SP increase by 70% while all other factors remain unchanged.
This message was last edited by the GM at 22:38, Sat 14 Feb 2015.
LoC
GM, 294 posts
Master of Universes
Humble GM
Sun 15 Feb 2015
at 00:37
  • msg #11

Re: Rules (Oh no, not the big scary rules?)

VEHICULAR COMBAT/PURSUIT PART II:

Vehicular Chase/Combat Table

Speed....Movement....Combat Modifier...Ill Man/W/TU...C/R/B/HZ/BR/SW..Acc Dam

10mph.....90'turn.........-2..............none..............none.......none
20mph....180'turn.........-3..............none..............none.......none
30mph....270'turn.........-5.............normal.............none.......1-5+3
40mph....360'turn.........-6...............-1...............none.......1-5+4
50mph....450'turn.........-8...............-2..............normal......1-5+5
60mph....540'turn.........-9...............-3................-1.......1-10+6
70mph....630'turn........-11...............-4................-2.......1-10+7
80mph....720'turn........-12...............-5................-3.......1-10+8
90mph....810'turn........-14...............-6................-4.......1-20+9
100mph...900'turn........-15...............-7................-5......1-20+10
110mph...990'turn........-17...............-8................-6......1-20+11
120mph..1080'turn........-18...............-9................-7......2-20+12
130mph..1170'turn........-20..............-10................-8......2-20+13
140mph..1260'turn........-21..............-11................-9......2-20+14
150mph..1350'turn........-23..............-12...............-10......3-30+15
160mph..1440'turn........-24..............-13...............-11......3-30+16
170mph..1530'turn........-26..............-14...............-12......3-30+17
180mph..1620'turn........-27..............-15...............-13......4-40+18
190mph..1710'turn........-29..............-16...............-14......4-40+19
200mph..1800'turn........-30..............-17...............-15......4-40+20
LoC
GM, 295 posts
Master of Universes
Humble GM
Sun 15 Feb 2015
at 02:32
  • msg #12

Re: Rules (Oh no, not the big scary rules?)

CRITICAL HITS:

Attackers have the option of shooting at the vehicle or passengers.  If the target is the passengers they gain the -5 benefit of hard cover (-5 from the attackers PHYSICAL score to hit) If the vehicle is the target, and the attackers roll is equal to or less than his/her LUCK ROLL SCORE (and the attack was successful) then the attacker has scored a critical hit.  The attacker should roll 1d20 to see what kind of damage was done.

CRITICAL HIT TABLE:

1 Gas Tank: Gas Tank explodes, 3-30 pts of damage each turn for 2-20 turns.  Car slows to a halt.

2-3 Tire: Blowout, immediate driving check, car stops.

4 Brake Line: Brake fluid will drain in 2-12 turns.  Vehicle will then be unable to brake.

5 Steering Rods: Turn/Manuever/Curve/Swerve all -5 to checks until repairs are made.

6-7 Engine Block (Major): Vehicle immediately loses 20mph from current and maximum speed.  Vehicle will stop in 2-20 turns unless driver makes a LUCK ROLL.

8-10 Engine Block (Minor): Vehicle immediately loses 10mph from current and maximum speed.

11-12 Frame (Major): Future Pilot checks with this vehicle are at -2 until repairs are made.

13-15 Frame (Minor): Future Pilot checks with this vehicle are at -1 until repairs are made.

16-17 Radiator: Engine will overheat in 5-50 turns and vehicle will stop.

18 Armament System: One armament system (at random) becomes inoperable.  If none then -10 from current and maximum speed.

19 Window: Individual nearest window struck (Random chance) must make a LUCK ROLL or take 1-10 pts damage from flying glass.

20 Ricochet: No damage to vehicle or passengers.

Car Combat:

As usual per game rules, for every 60'/turn movement of either the shooter or the target, there is a -1 combat modifier.  The movement modifier was meant to apply to shots taken at an angle.  The GM can always apply a lesser modifier, if he/she feels the situation warrants it.  For example, a shooter in a station wagon rolls down the rear window to shoot at a car directly behind it.  Even though the station wagon is moving at 360'/turn (40mph) and the car following is moving at 450'/turn (50mph), the GM may decide that, because one car is directly behind the other, the modifier should only be -5 instead of -10.

The modifier applies to all shots taken at the vehicle.  Any occupants of the vehicle would automatically gain the -5 hard cover modifier (if the shooter chooses to fire at the occupants instead of the automobile).  Cars themselves are not considered to have armour.  Bullet proofing increases SP instead.

Car Chases:

When moving the ratio of speed/movement is 10 miles per hour equals 90 feet per turn.  The maximum a car can increase its speed in a turn is equal to its Acceleration Factor.  The maximum a car can decrease its speed per turn is equal to its Brake Factor.  A driver can always choose to slow down or speed up less than its AF or BF.  I car cannot go faster than its maximum speed.

In a car chase, drivers with Pilot skill gain an initiative bonus equal to their Pilot skill.  Hence a driver with a Pilot 3 would get a plus 3 bonus to initiative, in addition to the regular initiative bonus from their SPEED score.  When one car is following another, the driver of the pursuing car gets and additional plus 2 bonus.  Initiative determines who gains precedence when more than one driver wants to try some special manuever (such as swerving to block a car from passing).  It also determines the order of combat, though not necessarily the order of movement.  A driver following another car should be allowed to react to the car in front, since he can see what is happening ahead and would usually have time to adjust his own actions, accordingly.  At the GM's discretion, certain manuevers by the car in front could catch the driver following by surprise, such as a Bootlegger's Turn, in which case initiative would become important.

Car chases call for more judgement on the part of the Game Master than is usual.  He has to be able to describe the action so that all drivers have a fair chance to react to the situation.  Otherwise, bizarre actions could occur (such as one driver trying to cut off another without realizing that the two cars are actually 500 feet apart).  If problems arise, slow the action down and take things step by step.

For example, instead of telling the characters that the car they are chasing speeds up to avoid a red light, turns down a one way alley, does a bootlegger's turn to reverse direction, and finally opens up with a front mounted machine gun (as soon as the characters come in sight), the GM might tell the characters: "the car in front speeds up and passes through a yellow light.  You are 300 feet behind and the light will be red when you get there.  What do you want to do?"

During the course of a car chase, accidents could occur.  An accident will take place if a driver fails some types of driving checks.  There are basically two types of driving checks.  One type begins at 30 mph, and the other at 50 mph.  Each additional 10 mph makes the check one more difficult.  The usual reasons for making each type of check are given below.  If a situation does not exactly fit one of the circumstance categories, the GM need only decide whether the unusual circumstances best fit the 30 mph or the 50 mph type of check.

Checks Beginning at 30 MPH

Wound: A driving check should be made at the end of any turn during which the driver took a wound.

Turn: A driving check should be made whenever a driver tries to make a turn at an unsafe speed (i.e. 30 mph or greater).  A turn is more than 45 degrees but not more than 90.

Maneuver: A driving check should be made whenever a driver tries some kind of special maneuver.  These special maneuvers can only be attempted by drivers with Pilot skill.  Only one maneuver can be attempted each turn.  Special maneuvers include:
     1. Bootlegger Turn- A special high speed U-turn.  The driver brakes and allows the car to skid sideways.  He pulls out of the skid when the vehicle has turned 180 degrees completely around, with the nose of the vehicle pointing in the opposite direction from that originally traveled.  The bootlegger turn ends with the vehicle at a stop, ready to accelerate in the new direction.  It is a useful maneuver to throw off close pursuit (since presumably the pursuing vehicle will still be traveling in the original direction).
     2. Bump-  When the driver of a vehicle speeds up to bump another vehicle in front, or swerves to the side to bump a vehicle which is driving parallel.  A bump forces both the driver of the vehicle making the maneuver and the driver of the vehicle being bumped to make driving checks.
     3. Cut off-  A maneuver used to force another vehicle off the road.  While driving next to another vehicle, the driver speeds up and then cuts in front of the other vehicle.  If the driver attempting to make a cut off fails the driving check, the maneuver becomes a bump and both drivers need to make a new check.  If the driver succeeds in the cut off attempt, the driver of the other vehicle must then make a driving check.  Success means that the cut off becomes a bump (requiring a further check on the part of both drivers) Failure means that the vehicle has been forced off the road.  Note that being forced off certain roads could automatically result in an accident, depending on the road conditions (mountain roads, being forced into heavy oncoming traffic, into a body of water etc).
    4.  Off Road Driving-  When the driver leaves the road to try and drive across non road areas (fields, railroad tracks, forest clearings etc).  Off road driving does not include driving on non paved roads which are made for vehicular travel (though it does require a Road check at 50 mph plus, see below).  It assumes there are a host of potential hazards such as trees, unseen ditches, concealed pools of water, etc.  Four wheel drive equipped vehicles receive a +2 bonus to this check.
    5.  Jump-  When a driver tries to speed across a ramp and jump obstacles.  A jump is usually improvised from some natural ramp such as a drawbridge.  Without some sort of ramp a jump cannot be made.  The maximum distance for a jump is 5 feet for every 10 mph the vehicle is traveling.  Thus a car traveling at 80 mph could try to jump a 40 foot gap.
    6.  Controlled Crash-  Used to break through non solid objects blocking the path of the driver.  The non solid object(s) could be movable objects, such as two cars forming a road block, or light solid objects such as a glass wall to a shopping mall.  A controlled crash is often a desperate maneuver of escape.
    7.  Illegal-  This category is used for driving checks caused by the driver breaking a law that could cause an accident.  Some examples are failing to yield the right of way, crashing a stop sign, making an illegal U turn, or driving the wrong way down a one way street.

Checks Beginning at 50 MPH 


   1.  Brake-  Refers to a driving check made when the driver of a vehicle slams on the brakes at high speeds, i.e. 50 mph or greater.  Failure of this driving check could result in an uncontrolled swerve, spin out, or rolling of the car, followed by an accident.
    2.  Swerve-  A driving check made when the driver makes a sudden turn of the wheel, usually to avoid an obstacle.
    3.  Curve-  A driving check made when the driver moves along an unsafe curve at high speed.  The curve is at least 22 and a half degrees, but not more than 45 degrees (if more than 45 degrees it becomes a turn).
    4.  Road-  This category refers to driving checks due to unsafe road conditions.  Examples of unsafe road conditions are: slippery roads (due to rain, snow, ice, oil, etc) roads filled with potholes, gravel roads, dirt roads, or roads littered with obstacles (such as debris from an accident).  Four wheel drive vehicles gain a +1 bonus to this check.
    5.  Hazard-  A somewhat miscellaneous category.  It refers to any unforeseen circumstance that would call for a driving check.  Examples include: a blowout, mud suddenly covering the windshield, someone trying to grab the steering wheel, or a vehicle suddenly surrounded by flames.

   Driving Checks

The basic driving check is 12 for characters without the Pilot skill.  The base for characters with Pilot skill is 15 plus their Pilot skill level (i.e. 16-20).  In addition add one to the base for each additional attack the character has beyond one.
   For example a character with Pilot skill 2 and an attack base of 13x2 would have a driving check of 18 (15+2+1).  When making a Pilot or driving check a roll of 1 always succeeds and a roll of 20 always fails.  At the GM's discretion an accident that occurs as a result of a 20 rolled for a check could result in additional accident damage as the vehicle explodes into flame!  A GM can alter the damage resulting from a crash depending on the circumstances.  For example if an accident plunged a vehicle off a cliff the GM might want to increase the normal crash damage, while if a vehicle crashed off the road and swerved into a pond, he might wish to lessen the damage.
   The amount of crash damage follows a pattern beginning at 30 mph.  For each additional 30 mph the damage base increases.  Besides the base damage, crash damage is equal to the miles per hour speed the vehicle was traveling divided by 10.  Each individual in the vehicle will take damage (GM has the option of rolling once and  having everyone take the same damage amount or rolling separately for each individual in the vehicle).
   For example, a crash at 150 mph does 3-30+15 points of damage (3-30 base plus 15 points for the speed /10).  A successful luck roll means that the victim only takes HALF damage.  Crash damage also includes the damage a pedestrian would take for being hit by a vehicle.  When two vehicles crash head on, the damage is CUMULATIVE.  Thus a victim (that does NOT make a Luck Roll) traveling in a car going 100 mph crashing into a car going 80 mph would take 1-10+8 points of damage IN ADDITION TO 1-20+10 points of damage!
This message was last edited by the GM at 23:07, Sat 21 Feb 2015.
LoC
GM, 374 posts
Master of Universes
Humble GM
Sat 9 Apr 2016
at 22:44
  • msg #13

Re: Rules (Oh no, not the big scary rules?)

LIST OF POWERS

Adept (Magical)

1. Remove Magic
2. Magic Armour
3. Magic Weapon
4. Magic Prison
5. Shapeshift

Attunement (Futuristic)

1. Focused Mind
2. Metabolic Control
3. Physical Augmentation
4. Longevity
5. Total Recall

Beast Mastery (Magical)

1. Animal Speech
2. Animal Control
3. Familiar
4. Call to the Wild
5. Aspect of the Beast

Chronomancy (Magical)
1 Second ahead
2. Prophecy
3. Slow the Sands
4. Split the Odds
5. Time Travel

Clairvoyant (Psychic)

1. Clairaudience
2. Cure
3. Psychometry
4. Precognition
5. Photon Ray

Energizer (Futuristic)
1. Coppertop
2. Zip
3. Taze
4. Empower Weapon
5. Dynamo

Invoker (Magical)
1. Elemental Shaping
2. Invoke Elementals
3. Possession
4. Elemental Body
5. Dimension Walking

Magneto (Futuristic)
1. Electro-sensing
2. Electro-sleep
3. Energy Field
4. E.M. Tuning
5. Energy Beam

Martial Mastery (Psychic)
1. Rice Paper Walk
2. Chi Blast
3. Look of the Master
4. Deadly Palm
5. Dim Mak

Mentat (Psychic)

1. Hypnosis
2. Persuasion
3. Altered Features
4. Metamorphosis
5. Mass to Energy

Poltergeist (Psychic)
1. Sound Control
2. Telekinesis
3. Apportation
4. Gravity Field
5. Teleportation

Projector (Futuristic)
1. Sensual Chaos
2. Invisibility
3. Fear
4. Hallucination
5. Automaton

Shootist (Magical)
1. Gun Fu
2. Akimbo
3. Armor Piercer
4. Bullet Bender
5. Magic bullet

Somatron (Futuristic)

1. Physical Control
2. Dermal Armour
3. Regeneration
4. Energy Absorption
5. Shock Control

Sorceror (Magical)

1. True Sight
2. Fascination
3. Illusion
4. Enchanted Sleep
5. Animation

Telepath (Psychic)

1. Mind Block
2. ESP
3. Telepathy
4. Neural Overload
5. Forced Rapport

Warlord (Magical)
1. Improvised Armorer
2. Soul Sheath
3. Wall of Steel
4. Sunder
5. Spirit Sword

Wizard (Magical)

1. Light (Orb,Beam, Flash)
2. Necromancy
3. Fly
4. Curse
5. Storm
This message was last edited by the GM at 03:59, Mon 16 May 2016.
LoC
GM, 380 posts
Master of Universes
Humble GM
Tue 10 May 2016
at 15:49
  • msg #14

Re: Rules (Oh no, not the big scary rules?)

Added Powers:

JESTER (Magical)

1. Fool's Luck: Allows Jester to reroll one action per turn, but must accept second roll.  The Jester's Luck is also increased by 1d6 permanently.  Time: one turn/power point. Uses: 1d3/day.

2. Juggling: The Jester may make a Luck roll to catch any ranged attacks directed at them by juggling them.  An attack that can not be caught by hand i.e. energy weapons, modern/futuristic bullets, can not be juggled.  If successful the Jester may redirect the attack to another target within twenty feet, including the original attacker.  The Jester may not attempt any other actions while juggling.
Time: one turn/power point. Uses: 3/day

3. Pantomime: Jester may create one object or effect by pantomiming it.  For example he could create a wall by placing his hands against the spot as if the barrier existed, or create a shield by holding up one arm, and ducking behind it.  Any such creations are invisible to sight, but affect all other senses normally.  The Jester is aware of where his creation is at all times.  Almost any non magical object or effect can be created in this way, including any mundane animal, and it is effectively real, so long as the power lasts.  Objects or effects may only be used by the Jester, so a sword created in this way would not exist if someone else attempted to use it.  If this power is used to overcome a previous effect, such as creating a door in Wall of Fire, the Jester must make a Luck Roll to succeed.  A Jester may switch from one object to another, within the limits of the power's duration, but only ONE effect can exist at a time.  The Jester could Pantomime a Wall of Stone, and then decide he wanted to drive off in a Pantomimed Car, which would uncreate the original Wall.  Any effect or object created by the Jester has 1d10xpower Life Points/Structural Points so long as it exists.
Time: one turn/power point.  Uses: 2/day.

4. Tumbling: Jester curls into a ball and tumbles around, temporarily adding +5 to his dodge skill.  In this form, the Jester may attack all opponents within an area equal to five feet x power by bowling over opponents.  He may tumble attack one opponent for each attack he has per turn or he may decide to attack an enemy or a few enemies multiple times, so long as the total attacks are equal to or less than the Jester's total attacks.  Each attack does 1d6 for every 2 power points of the Jester.  No other action can be taken while Tumbling.  Time: one turn.  Uses 1 per two power points/day

5. Terrible Jest: A truly awful ability.  A Jester of this level may choose to tell a joke so funny that it causes all who hear it to be unable to stop laughing.  Any sentient being within the sound of the Jester's voice must succeed at a Luck Roll with penalty equal to the difference between theirs and the Jester's, or fall over in a fit of hysterical laughter for 2d6 turns, taking damage equal to the Power Points of the Jester each turn.  While in this state they are completely unable to take any action, although being attacked while laughing allows the victim an additional Luck Roll, for each attack, to regain their senses.  Once they have recovered their senses, no further damage is inflicted to that person, for that Jest.  Time: 2d6 turns.  Uses: 1/day.
This message was last edited by the GM at 18:31, Sun 22 Dec 2019.
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