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Rules, House Rules, and Misc.

Posted by Sword of DamoclesFor group public
Sword of Damocles
GM, 1 post
Sun 26 Feb 2012
at 21:09
  • msg #1

Rules, House Rules, and Misc.

(This section has been borrowed from the game VnV: New Dawn by GM Burning Bones)

Combat Rules

For those who don't have the rules. (You can buy a copy here: http://www.rpgnow.com/product_...ucts_id=859&it=1)

Combat is in turns.

Initiative
Each character rolls Agility + 1d10. This the first action phase for the PC.

PCs get a phase at initative roll and then at every 15 phases after that. So, a PC that rolls a 26 initiative goes on 26 and 11.

In the case of a tie for initiative, the person/creature with the highest Agility gets to go first.

Actions
Move - In a turn, a PC can use up to his or her entire movement allowance. This can come all at once or be spread over more than one action. Some "actions" cost movement - opening a door, the use of some powers.

Evade - A player can choose to evade. An evading character gets a defensive bonus equal to the character's current power score/10. Once a PC starts to evade, the bonus remains for the rest of the turn.

A character whose phase has not yet come up can take an evade or other defensive action if attacked. Doing so forfeits the character's next action.

Attack - Use weapons, fists, or powers to attack.

Every attack has a basic chance to hit on a d20. You always want to roll low to hit. The basic chance to hit varies power by power and attack type by attack type.

There are modifiers to the target number needed to hit. Accurary raises the target number. Level differences between attacker and defender may raise of lower the target number. Defenisve powers change the target number. So does range.

Multiple attacks - a player with special training or power that allow it, may declare his or her intention to attack mulitple targets in one phase. The player must declare that intention before rolling any attacks.

A player rolls all the 'to hit' rolls of the multiple attacks. If any miss, then they all miss.

IMPORTANT NOTE: All modifiers affect the target number not the die roll. So, if you have a +3 Accuracy modifier, you are adjusting up the target number not changing your die roll.

Taking Damage
Attacks that hit do damage.

A hit character can attempt to "roll with the punch." This diverts damage equal to up to 1/10 of the PC's current power score to his power instead of hit points.

Every point of damage taken over and above the target's basic hits causes knock back.

Power costs
Any power use in combat has a power cost per use.

HTH attacks do not cost power for the first action of the turn.

Every action taken after the first action phase cost 2 power points. Every attack in a multiple attack after the first costs 2 power points as well.

Movement
A character's listed ground movement rate is the distance they can sprint in one turn.

Walking halves one's movement rate for the turn and climbing a ladder or swimming quarters the movement rate (this is assuming walking, climbing, or swimming are done for the entire turn, distances are pro-rated if someone divides their movement)

Example: A civilian with a move of 40" (average stats) can sprint for 20" then slow to a walk and move 10" (half the remaining sprint move) or climb/swim 5" in a turn.

Speed Conversions

1 Turn = 15 seconds
1 Phase = 1 second (approximately)
1 Inch = 5 feet
Movement in inches/turn divided by 4.4 = Move in MPH
Movement in MPH multiplied by 4.4 = Move in inches/turn
1 Mile = 5280 feet = 1056 inches
This message was last edited by the GM at 17:16, Wed 12 June 2013.
Sword of Damocles
GM, 2 posts
Sun 26 Feb 2012
at 21:18
  • msg #2

Re: Rules, House Rules, and Misc.

Posting Rates
I don't like to set minimum posting rates, but I also know how painful it can be to wait and wait and wait for someone to post so the action can move.

Because of my job, personal responsibilities, and other games I am looking to post myself twice per week so this will be a slower rate game. Please take this into account before requesting to join.

If players do post faster and my time permits, I will do my best to move things along. I will NPC characters if necessary to keep things from bogging down too much.

If you are going to be gone for a few days, please let me know in OOC.

Posting Guidelines
Posts should be meaty enough to be worth writing and reading, but I'm not looking for novels or long, long, long internal monologues that include flashbacks from the character's childhood.

It is okay to have short posts when the action and or story require it.

Please pick a color for dialogue and stick to it.

All OOC material should be clearly marked and at the bottom of posts.
Sword of Damocles
GM, 93 posts
Sat 26 May 2012
at 22:11
  • msg #3

Re: Rules, House Rules, and Misc.

Adjusted Detect Danger/Hidden Scores for Level

I saw this house rule and thought it made sense so I am adopting it for use in my game. For each level after the 1st you add 2% to your total adjusted Detect Danger/Hidden scores. In other words this is added on AFTER any adjustment for Heightened Senses or the like.
Sword of Damocles
GM, 96 posts
Mon 28 May 2012
at 14:36
  • msg #4

Re: Rules, House Rules, and Misc.

Saving Throws

I am going to be trying out a Saving Throw system based on a modified system written by Jeff Dee for Monkey House Games back in 2010 as a rule add-on. The system is as follows:

8.8 SAVING THROWS

Saving throws determine whether characters can resist hostile or
environmental effects, or succeed at tasks.
All saving throws are made by rolling 1d20. To succeed at a saving
throw, the character must roll equal to or less than the save number
for the Basic Characteristic they're using:

BC Score:        Save Number:
0..............................6
1-2...........................7
3-5...........................8
6-8...........................9
9-11........................10
12-14......................11
15-17......................12
18-20......................13
21-25......................14
26-30......................15
31-35......................16
36-40......................17
41-45......................18
46+.........................19-

Example: Bluejay’s INT of 15 gives him an INT save of 12. When
Bluejay has to make an INT save, he needs to roll 12 or less on 1d20.
A saving roll fails automatically if the GM rules that it requires
conscious action on the character’s part, and the character is
either unconscious or unable to act.

Critical Successes & Fumbles
A saving throw roll of 1 is always a critical success. A saving throw
roll of 20 is always a critical fumble. Any special consequences of a
critical success or fumble are entirely up to the GM.

Difficulty Modifier
Modifiers may be applied to a saving roll to adjust its difficulty. The
following table presents some suggested modifiers:

Save Difficulty     Modifier     Old V&V
Simple....................+8..................N/A
Easy.......................+4..................N/A
Routine..................+2..................N/A
Average..................+0..........d20 vs BC Score
Challenging.............-2..........d100 vs BC Score x 4
Difficult...................-4..........d100 vs BC Score x 3
Very Difficult...........-8..........d100 vs BC Score

Opposed Tasks
When a task is opposed by another character, the save number is
reduced by 1 per point by which the opposing character’s save
number (with skill adjustments) exceeds 10, or increased by 1 per
point by which the opposing character’s save falls below 10.
Example:  Knight Owl is trying to disable an electronic security
system that was designed by Phantara. Knight Owl has a 24 INT,
and she has a background in electronics, so her initial task save
number is 14. Phantara (who also knows electronics) has an INT
save of 11. So Knight Owl suffers a -1 penalty, reducing her to a 13.

This message was last edited by the GM at 04:55, Wed 21 Nov 2012.
Sword of Damocles
GM, 127 posts
Wed 6 Jun 2012
at 03:35
  • msg #5

Re: Rules, House Rules, and Misc.

Jumping Rules:

Instead of basing jumping ability on Carrying Capacity, use the following formula:

Base Jump = Strength + Agility

Running Jump = Base Jump x .7 (the character must still run at least ½ the distance on the ground before jumping)

Standing Jump = Running Jump x .5

Vertical Jump = Standing Jump x .3 (Vertical jump can be increased by 50% by running 1st)

All totals are given in feet, so divide each total by 5 to determine game inches.

As an example let's take an average person: STR and AGI would both be 10 so the base would be 20 feet. Running jump would be 14 feet, standing jump would be 7 feet, and vertical jump would be 2 feet.
Sword of Damocles
GM, 138 posts
Fri 8 Jun 2012
at 00:21
  • msg #6

Re: Rules, House Rules, and Misc.

From the V&V 2.1 rulebook, page 26:

On any roll to hit which falls to strike the intended target, there is a
chance that the attack goes wild and strikes someone or something
nearby, or has some other significant effect. The percentage
chance of this happening is found on the combat table in
parenthesis after the attack type being used. A random effect can
either be beneficial or detrimental; GM’s option depending on the
situation.


(I am going to be trying out these rules, as I mentioned in the OOC thread. I definitely think that there is a risk of situation mishaps and such in a violent combat situation. Obviously if it gets too ridiculous I will drop it but I want to give it a try.)
Sword of Damocles
GM, 177 posts
Mon 2 Jul 2012
at 23:22
  • msg #7

Re: Rules, House Rules, and Misc.

HTH Attack Target Number:

After doing a little thinking and looking over some other people's homebrews and houserules I have decided to tweak the base HTH target number slightly from 5 to 6. Depending on how it plays out I may tweak it up to 7, but I am starting with 6 for now.
Sword of Damocles
GM, 224 posts
Fri 19 Oct 2012
at 15:09
  • msg #8

Re: Rules, House Rules, and Misc.

Holding Your Breath:

Extrapolated from the rules for a choke on page 28 of the V&V 2.1 rulebook:

A character can hold his breath for a number of turns equal to his Endurance when not exerting himself. Exertion halves the amount of time a character can hold his breath (extreme exertion such as struggling to break a choke drops the time to 1/4 the character's Endurance). Once this limit is reached the character must make Endurance saves (as per the table above) each additional turn at a cumulative -1 penalty to remain conscious. If the character falls unconscious he is at risk of dying if air is not provided/restored within a number of turns equal to his Endurance.
Sword of Damocles
GM, 261 posts
Sat 17 Nov 2012
at 17:05
  • msg #9

Re: Rules, House Rules, and Misc.

Auto-Fire Rules for Firearms:

(These rules replace the rules for automatic fire found on; V&V 1.0 page 25
or V&V 2.1 page 27)


For automatic weapons on automatic/burst mode;
1. The modifier to hit is dropped and replaced by a bonus +1 per bullet spent.
   (scopes and aiming do increase the to hit chance on a burst but not full auto)
2. No special attacks are possible
3. Damage Modifier only applies to 1st bullet in a burst, no Damage Modifier
for full-auto fire.
For 3 round bursts the bonus would be +3. For a full auto burst the bonus
would be equal to the maximum number of bullets the weapon can fire per
action.


Use the following process to determine how many bullets hit from automatic
fire;

1. Determine what the player needs to roll to hit.
2. Attack type = Base 6 (HTH attack)
3. Determine Defense type if any.
4. Use higher attack value modified by Accuracy and situational modifiers
(range, cover, facing, etc.)
5. Roll 1d20


Determine how many bullets of a burst hit as follows;
Step 1: If the die roll is less than the required to hit the first bullet
strikes the target for full damage. If not, all bullets miss.

Step 2: Add the kick value of the weapon (The default kick value for all
projectile weapons is 5.) to the die roll (or running total if not first
bullet), this is the running total. If running total is less than what was
required to hit another bullet hits the target for full damage.

Step 3: Repeat step 2 until the running total is higher than what was
required to hit or all bullets in the burst have been accounted for.

For example A character is using an Uzi with a laser sight set to a 3 round
burst fire. For simplicity let's say that the individual is shooting a
defenseless person. The base to hit will be 6 + 4(laser sight) + 3(+1 per
bullet) for a total of +13 to hit.

The player rolls 1d20 and gets a "4" indicating that the first bullet hits
the target doing 1d8 points of damage. To determine if the second bullet hit
the target simply add the kick value (5) to 4 which equals 9. This value is
less than the required to hit value of 13 indicating that the 2nd bullet did
indeed hit the target doing another 1d8 damage. As for the third bullet, 9 +
5 = 14 this is above 13 indicating that the 3rd bullet missed.

This message was last edited by the GM at 23:44, Tue 20 Nov 2012.
Sword of Damocles
GM, 266 posts
Wed 21 Nov 2012
at 04:52
  • msg #10

Re: Rules, House Rules, and Misc.

Modified Initiative Rules:

(Respectfully borrowed from Dale's V&V game: Days of Infamy)

Players may act at any time if their initiative score is before that of an NPC.  Heroes need not act "in order" amongst themselves.  Therefore, in a battle against Mongo the Mad Ape, a 20' tall giant gorilla... if the initiative order came up like so:

Vosper 42
Poco 35
Vosper 27
Nightmare 27
Onyx 22
Poco 20
Oscillator 20
Mongo the Mad Ape 16
Vosper 12
Nightmare 12
Onyx 7
Poco 5
Oscillator 5
Mongo the Mad Ape 1

Everyone could take their actions up to the point when Mongo would get to act.  The goal being that, if Vosper's player is stuck on a long work day that particular day, Poco, Onyx, Oscillator, and Shroud don't have to wait to post until she's back.  Vosper would simply be assumed to be "holding her actions" up until just before Mongo goes, if she couldn't post in a timely fashion.
Sword of Damocles
GM, 408 posts
Thu 6 Jun 2013
at 23:54
  • msg #11

Re: Rules, House Rules, and Misc.

Assisting with Wake-Up rolls:

When a character uses an action to assist an unconscious character with waking up they can make a save vs. Intelligence with a difficulty of Challenging (-2 to the roll) to represent to furor of battle (it is challenging to apply 1st aid/medical support with a battle raging around you). On a success the unconscious character receives a +2 bonus to the save needed to wake-up (reducing the -8 penalty to a -6 penalty to the Endurance save).
Sword of Damocles
GM, 750 posts
Sun 18 Jan 2015
at 06:08
  • msg #12

Re: Rules, House Rules, and Misc.

Adjusted Velocity Damage Table:

Because the way the current table progresses in a way that bugs my sense of order I will be using the following adjusted table for Velocity Damage:

Projectile Velocity (inches/turn): Damage Bonus:
  • up to 30":                           nil
  • 31" to 60":                        +1d4
  • 61" to 120":                      +1d8
  • 121" to 240":                    +1d12
  • 241" to 480":                    +2d8
  • 481" to 960":                    +2d10
  • 961" to 1,920":                 +3d10
  • 1,921" to 3,840":              +4d10
  • 3,841" to 7,680":              +5d10
  • 7,681" to 15,360":            +6d10
  • 15,361" to 30,720":          +7d10
  • 30,721" to 61,440":          +8d10
  • 61,441" to 122,880":        +9d10
  • 122,881" to 245,760":      +10d10
  • 245,761" to 491,520":      +11d10
  • 491,521" to 983,040":      +12d10
  • etc.                                    +13d10

This message was last edited by the GM at 13:22, Tue 31 Mar 2015.
Sword of Damocles
GM, 757 posts
Fri 23 Jan 2015
at 16:42
  • msg #13

Re: Rules, House Rules, and Misc.

Additional Firearms Rules:

1) On a roll of 20 a gun jams and requires one action to clear the chamber.

2) Characters get a cumulative range modifier of -1 for every A" that they are trying to shoot beyond the first. A character with a 15 Agility trying to shoot 46" away gets a -3 modifier, shooting something 45" away would only give him a -2. Characters with long range weapons like sniper rifles will want to be using scopes, bipods, bracing, and/or the Aim action (see below) to improve their chances to hit.

Bracing: Firearm braced on solid object receives +1 to hit.

Bipod:: A bipod adds +2 to hit with a firearm.

Scopes: 2x Scope adds +1 to hit with a firearm.
          4x Scope adds +2 to hit with a firearm.
          6x Scope adds +3 to hit with a firearm.
          8x Scope adds +4 to hit with a firearm.
          Laser Sight adds +4 to hit with a firearm within 20".

Aim: Requires one Action to use and declare a target; the next action by the character using Aim must be an attack against that target or the benefits are lost. With the Aim attack, add +4 to the to hit roll required.
This message was last edited by the GM at 19:09, Fri 23 Jan 2015.
Sword of Damocles
GM, 758 posts
Fri 23 Jan 2015
at 16:55
  • msg #14

Re: Rules, House Rules, and Misc.

3.1 THE TURN SEQUENCE (Addendum)

E. Activities Allowable Outside the Action Sequence (p. 22)

The following list gives the amount of a character’s total movement that must be spent to perform particular moves, maneuvers, or activities. Sometimes, the GM may choose to alter the numbers shown based on relevant circumstances.

ACTIVITIES COST

Attempt to light a fuse or torch: 2”
Change facing 90: 2”
Move an object from one hand to another: 2”
Drop prone, to knees, or dive to the ground: 3”
Remove a mask, helmet, or goggles: 3”
Remove an object from one’s own back: 3”
Change facing 180: 4”
Open or close a window, door, or hatch: 4”
Rechamber a new round after an automatic (or semi-automatic) weapon misfire: 4”
Reload one round in a magazine or revolver: 4”
Force open (or closed) an object, door, or hatch (Carrying Capacity 481+): 5"
Move through an open window or hatch: 6”
Rise from a prone, kneeling, or sitting position: 6”
Lock or unlock a window, door, or hatch with the proper key or mechanism: 8”
Replace the magazine on a self-load, semi-automatic, pump, energy, or assault weapon 8”
Whirl completely around 360: 8”
Attach a silencer, scope, bayonet, sight, or mount to a weapon: 10”
Attempt to arm, disarm, or detonate an explosive: 10”
Enter or exit a vehicle: 10”
Force open or closed an object, door, or hatch (Carrying Capacity 61-480 lbs.) 10”
Mount or dismount an animal: 10”
Pass an object to another, willing character: 10”
Put on a mask, helmet, or goggles: 10”
Remove an object from a backpack or container (held): 10”
Remove shirt, vest, gloves, pants, footgear, skis, or flippers: 10”
Start a vehicle: 10”
Lift another person onto one’s back (Carrying Capacity 481+): 12”
Remove Wings (device): 15”
Perform a frisk or quick body search: 20”
Put on a shirt, vest, gloves, or pants: 20”
Reload a speargun or crossbow: 20”
Remove an object from a character’s own backpack (worn): 20”
Lift another person onto one’s back (Carrying Capacity 121-480 lbs.) 24”
Put on a backpack, jetpack, parachute, or flamethrower: 30”
Put on footgear, skis, flippers, or Wings (device): 30”
Complete change of clothing: 1 turn
Put on or take off a Life Support suit: 3 turns
Deactivate a security system or open a lock: 1d6 turns
Don or remove Armor B: 1 phase/ADR
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