RolePlay onLine RPoL Logo

, welcome to [Star Wars] Nova Republica

02:47, 9th May 2024 (GMT+0)

Sistema.

Posted by F5-3DFor group 0
F5-3D
GM, 8 posts
GM Droid
Wed 12 Apr 2023
at 01:43
  • msg #1

Sistema

Ações são resolvidas com um rolamento de atributo + habilidade + 1d10. Há uma tabela que indica o número de sucessos de acordo com o rolamento.


MODIFICADORES
Um rolamento pode ter modificadores positivos ou negativos, dependendo da ação.


REGRA DE 1/10
Quando o dado rola 1 ou 10, ele abre. O jogador deve fazer um segundo rolamento e consultar a tabela abaixo para saber qual o verdadeiro resultado.

Se o segundo rolamento for 1 ou 10 novamente, ele rola uma vez mais e assim por diante. Não há limite para quantas vezes o dado possa ser aberto, tanto pra cima quanto pra baixo.


F5-3D
GM, 9 posts
GM Droid
Wed 12 Apr 2023
at 01:44
  • msg #2

Tabelas

FORÇA E CAPACIDADE DE CARGA

PULO
A tabela mostra quanto um personagem pode pular de acordo com sua STR. Dobre as distâncias se o personagem tiver espaço para correr e tomar impulso.

Um rolamento de DEX + Atlhetics aumenta a distância em 1 m (horizontal) ou 30 cm (vertical) por sucesso.


F5-3D
GM, 10 posts
GM Droid
Wed 12 Apr 2023
at 01:45
  • msg #3

Combate

Em combate, todos os personagens têm um ataque e uma defesa gratuitos. Eles podem fazer mais de um ataque ou defesa, mas terão penalidades (ver Complicações, abaixo).

Para resolver um combate, rola-se o ataque e a defesa, podendo usar as manobras listadas abaixo. Caso o ataque seja mais alto que a defesa, o número de sucessos extras do atacante converte-se em dano adicional na razão de 1:1.

Exemplo: o Pistoleiro rola 15 no seu tiro (4 sucessos) e o clone Koroshi rola 11 na sua defesa (2 sucessos). O Pistoleiro faz o dano de sua pistola +2 (4-2).

TIPOS DE DANO
  • Bash Damage: This covers any attack by a blunt object (fists, two-by-fours, falling safes, the sidewalk at the end of a long fall, and so on). Bash attacks reduce Life Points normally. They are the only type of attack that can be used to knock out a victim (knives and bullets tend to knock people dead).
  • Slash/stab Damage: This is done by pointy or sharp objects that cause blood loss, puncture vital organs, and otherwise do the ol’ slice and dice routine. Double this damage, after subtracting any armor or similar protection (if any). Weapons with sharp edges can be used to cut off limbs or heads (see the Decapitation and Target Limb Maneuvers). Slash/stab damage modifiers are not used with attacks Through the Heart or certain monster Bite attacks; in that case the Through the Heart or Bite multiplier replaces the Slash/stab damage multiplier.
  • Energy Damage: blasters and lightsabers mostly work like Slash/stab attacks, doubling base damage after adding Success Levels. They also divide Armor Value by 2 (blasters) and 10 (lightsabers).
  • Fire Damage: Burns are a particularly horrific way to get hurt. Fire can scar terribly and fire damage heals more slowly than normal. A character on fire takes three points of damage every Turn until somebody puts him out. If more than 20 points of fire damage are inflicted, some scarring will occur (assuming the victim lives). Fire Damage also heals at half the normal rate; the player should keep track of fire damage separately (this doesn’t affect De Raspão).
  • Explosive Damage: Explosions do damage in a variety of ways - there is the concussion wave, air and gas traveling at enormous speeds and then there is shrapnel, pieces of the bomb casing plus any debris picked along the way, also traveling a high speed. In game terms, Explosive Damage works as Bashing damage. Body armor is half as effective as normal against it, unless it is fully sealed (only bomb-squad armor is fully sealed nowadays); this is because non-sealed armor will protect against shrapnel, but not against the concussion effects. Explosive damage falls off dramatically with distance. If the explosion goes off in contact with the target (like, say, a suicide bomber detonating his deadly cargo), damage is doubled. If the explosion happens inside the target (throwing a grenade down a dragon's throat), damage is quadrupled.

COMPLICAÇÕES
  • Movimento: os personagens podem mover até sua Speed em metros e fazer ações sem penalidades. Mover mais que isso, até o máximo Speed x 5, dá -2 em todas as ações e significa que o PC está correndo.
  • Attacking from Behind: A distracted opponent cannot defend against attacks from behind (kinda the point really). Targets with Situational Awareness are the exception; they can defend, but at a –2 penalty. At your discretion, other would-be victims may get a Perception and Notice roll before they are bushwhacked; in that case, they can defend with a –2 penalty.
  • Bondage: Sometimes, killing isn’t the objective. Sometimes tying a character up or otherwise restraining him is the idea. When tied up, chained or otherwise restrained, fighting is a lot more difficult. If the character’s legs are free, he can Kick at no penalty. If he can move (i.e., isn’t bound to a stake or chained to a wall), he can also Head Butt people. If his arms are tied in front of him, he can Punch at a –2 penalty. Getting free uses Dexterity and Acrobatics, with penalties from –1 (the bad guys don’t know a slip knot from a slip case) to –6 (for miles of rope, handcuffs, or Zap It!).
  • Knockdowns and Fighting While Lying Down: When a character is knocked down, he can- not attack for the remainder of that Turn, and defenses suffer a –4 penalty. In subsequent Turns, attacking is possible but it too takes a –4 hit. Getting up usually takes a full Turn (no other actions). Doing it in an action requires a Dexterity and Athletics roll (getting more than two Success Levels does it with that oh-so-cool flip and snap thing). A number of Combat Maneuvers result in a knockdown. Also, any blow that inflicts more than triple the victim’s Strength in damage (before accounting for damage type or maneuver modifiers) may result in a knockdown (if it seems dramatically appropriate).
  • Multiple Actions: extra actions may be taken as attacks or defenses. As it is difficult to do more than two things at once, additional actions suffer cumulative penalties of –2. If the target defends against any of those attacks, the character cannot continue attacking on that Turn.
  • Multiple Opponents: Numbers count. When two or more attackers gang up against a single tar- get, they get a +1 bonus to all actions for each attacker, to a maximum of +4 for four attackers (more than four attackers just get in each other’s way). So, if two skeletons attack a knight, they each get a +2 to their Combat Score. By the same token, if three Primitive Screwheads charge a deadite, they get a +3 bonus to their attack and defense rolls. On top of this, if the defender doesn’t have enough actions to defend against all attacks, he resists those additional attacks with a zero defense roll. Here is another way for below-nine Combat Score charac- ters to have a chance of hitting their opponents— attack in numbers.
  • Range Penalties: no penalty at Short Range, a –1 penalty to shots at Medium Range, and a –3 penalty to shots at Long Range. Short range is under five yards for pistols, and 20 yards for rifles. Medium range is under 20 yards for pistols, and under 100 yards for rifles. Long range is up to 50 yards for pistols and up to 300 yards for rifles. The individual weapon descriptions indicate whether pistol or rifle ranges are used.


MANOBRAS
Essas são as manobras que podem ser usadas em combate. Cada uma tem um efeito e um modificador associado a ela. Esse modificador é aplicado na soma do seu atributo com a habilidade.

Exemplo: Roth [DEX 3, Melee 3] tenta disarmar um pirata. O modificador para a manobra Disarm é -2. Isso quer dizer que Roth rola 1d10 + 4 (DEX 3 + Melee 3 = 6 - 2 = 4).

As manobras mais usadas pelos personagens devem ser listadas na ficha com o valor apropriado (atributo + habilidade - modificador).

  • Aiming: Sometimes it pays to take careful aim—if the character misses the unarmored spot on the demon’s head, it’s mostly likely going to get a whole lot uglier for all that’s noble and good.  Aiming delays the shot action until near the end of a Turn.  The player adds Perception and the appropriate skill (Shooting for guns, Melee for archaic ranged weapons) to the roll, or just uses the Brains Score.  The shot action (which occurs that same Turn) gets a bonus equal to the Success Levels of the Aiming roll.
  • Bow Shot: The Robin Hood maneuver.  A character can fire a bow as fast as he can draw and shoot; multiple shots use the multiple actions penalties .  A Bow Shot uses a Dexterity and Shooting and its base damage is (4 x Strength) points (Slash/stab type; to a base damage maximum of 20—Success Levels and modifiers can bring the total higher).  Pistol range modifiers are applicable.
  • Brain Shot: Your basic unsightly “gray matter scrambling” move.  This covers gunshots to the head, killing blows to the old cranium, and similar murderous acts.  Simple punches to the face do not count—it’s fairly easy to punch people in the face and that type of attack is not forceful enough to get a damage bonus.  Attacking the brain specifically uses the appropriate Combat Maneuver with a -4 penalty, or the Combat Score - 4.  Bash damage is doubled for a Brain Shot, Slash/stab damage tripled, and Bullet damage quadrupled—nothing says “you’re history” like large scale brain trauma.
  • Break Neck: Before this maneuver may be attempted, the character must succeed at a Grapple .  After that, the attacker rolls and adds Strength and Brawling, or just uses the Muscle Score.  The defender rolls and adds Strength and Constitution.  If the attacker’s roll is higher, the base damage is (4 x Strength) points (Bash type).  If the total damage reduces the defender to -10 Life Points, he must pass a Survival Test  with an added penalty equal to the Success Levels of the Break Neck attack (in addition to any normal Survival Test modifiers; this is due to the very sensitive nature of the neck area for us normal human types).  If he fails, you get that telltale crunching sound with fatal results.  If the defender is a vampire and the successful attack reduces it to -10 Life Points, he has to pass a Survival Test (but no special modifiers are applied; undead aren’t so sensitive—in any sense of the word).  On a failure, his head is twisted off and he is dusted—gruesome but pretty impressive.
  • Catch Weapon: Don’t try it at home—it’s only for trained professionals.  This maneuver uses a Dexterity and Brawling - 5 roll, or the Combat Score - 5.  If the catcher’s roll is not greater or equal to the shooter’s (if an archaic weapon, we’re not talking bullets here) or thrower’s roll, the weapon attack does an additional +5 base damage (nothing like jumping into the flight path of an object built for harm).  On the other hand, if the catcher’s roll works, everyone around goes “woah!” and maybe “hey, you ain’t human!”  That’s bad.
  • Choke: Before this maneuver may be attempted, the character must succeed at a Grapple .  After that, the attacker rolls and adds his Strength and Brawling, or just uses his Muscle Score.  The defender rolls and adds his Strength and Constitution (or again uses the Muscle Score).  If the attack result is higher, the base damage is (Strength - 1) points (Bash type).  Furthermore, the defender cannot breathe.  He is at -2 to all actions—being choked to death can be quite distracting.
  • Decapitation: Your basic samurai killing slash—it needs a sword, axe, or similar large scale cutting implement.  Decapitation uses a Dexterity and Melee - 5 roll, or the Combat Score - 5, but damage is multiplied by five (after Success Level bonuses are added and armor effects subtracted; damage type is not applied.  If the damage is enough to reduce the victim to -10 Life Points or less, a Survival Test is in order.  If that fails, the head comes off.
  • Disarm: Great for those times when a character needs to borrow someone’s knife and its current owner isn’t in the mood to share, or only wants to let him have it pointy-end first.  Disarm uses a Resisted Action with a Dexterity and Melee - 2, or Dexterity and Brawling - 3 roll, or the Combat Score - 2 against the target’s Parry action.
  • Dodge: This is where the hero ducks, somersaults or leaps out of the way of an attack.  Dodging hand-to-hand attacks can be done once per Turn without penalty; dodging missile attacks (bullets, ninja stars, harpoons) suffers a -2 penalty on top of any other modifiers.  Dodge adds Dexterity and Athletics to the roll, or just uses the Combat Score.
  • Double Jump Kick: The hero jumps high in the air and kicks with both legs (either at the same time or in quick succession), nailing two enemies at once.  This works like a Jump Kick with a -4 instead of a -3 penalty on the roll, but two opponents can be targeted at once.  Each target defends normally against the attack.  This move is reserved for those with Dexterity 4 or better.  The clumsy need not apply.
  • Fast-Draw: You can’t have a cool gunfight in the Old West without a fast-draw contest. The drawing character uses a Dexterity and Shooting - 3 roll, or just her Combat Score - 3. Everyone else in the fight does the same.  The one with the highest total on the roll or modified Combat Score gets to shoot first (which requires a separate Shooting maneuver roll or Combat Score).  Fast Reaction Time adds +3 to the roll or Score.  If one of the people involved has a gun already in her hand, she gets a +6 to the roll or Score, for obvious reasons.  If the shooter takes out the shootee with her first shot, assume the shootee misses completely. This maneuver is unique enough that it can also be picked up as a Wild Card Skill.  In that case, the Wild Card (Fast-Draw) Skill replaces Shooting for this roll and no penalty is applied.  Fast-Draw can also be used for other weapons, like knives or stakes, in which case use the Melee Skill instead of Shooting. If taken as a Wild Card Skill, the character can use Fast-Draw on any weapon that can be holstered or pocketed.
  • Feint: The art of faking out the adversary and smacking him from an unexpected direction.  A Feint counts as a Resisted Action.  It uses an Intelligence and Brawling or Melee roll, or the Brains Score, and is resisted by the target’s roll adding Perception and either of those skills, or just the Brains Score.  If the attacker wins, he can add the Success Levels of the Feint roll to her next attack action roll against the same opponent.
  • Full Defense: Going fully defensive allows the character to defend against two attacks at no penalty (and against others if extra actions are available), and gives him a +3 bonus to all defense actions (Dodges and Parries, for the most part). No attacks are allowed on the Turn the character goes into Full Defense mode. This is a good idea for Primitive Screwheads and Guest Stars (particularly those with Combat Scores below nine) who want to keep their enemies busy until help arrives.
  • Full Offense: The character gets a +2 bonus on all attacks in that Turn, but cannot defend against any attacks. Note that for those most feeble of Guest Stars and Adversaries (Combat Score 8 or lower), the only way to have any chance of success when attacking is to go Full Offense, or use a Drama Point.
  • Grapple: Sometimes a character wants to grab someone and shake ‘em until his teeth rattle in their head.  He has to grapple them first, though.  Grabbing people is fairly easy; use a Dexterity and Brawling + 2 roll, or the Combat Score + 2.  The victim resists with a Dodge action.  Vampires and other goon types often try to grab their victims either to capture them or set them up for some necking action.  The attacker has to decide what part of the body to grab: limbs, the whole body, or the neck.  When Grappled, the target is at -2 to actions that involve the grappled limb, or -1 to all actions if grappled around the body.  If both arms are grappled by two attackers, the victim is at -4 to most rolls, and cannot Dodge.  A neck grapple doesn’t impair the target, but sets him up for either the Break Neck or Choke action.  The victim can try to break free the next Turn with a Strength (doubled) roll, or the Muscle Score versus another Grapple action.
  • Groin Shot: This attack employs another attack Combat Maneuver, with a -3 penalty to the roll or score.  Damage is normal, but a male victim must gain at least one Success Level with a Willpower (doubled) roll (or the Brains Score) minus double the Success Levels of the attack.  If not, he is knocked down and unable to do anything for the Turn.  Females aren’t completely unscathed, either, but the Willpower roll (or Brains Score) suffers only a -1 penalty.  Every Turn after the first, the character can make a new roll with a cumulative +1 bonus to recover. The groin shot can be used with several different maneuvers.  Kicks are the most common, but depending on the relative positions of the characters, punches, weapon attacks (nobody wants a baseball bat impacting on his nads) and even a head butt (the mental picture ain’t pretty).
  • Head Butt: Head butts are very effective if the butt-or is a grappler or grapplee, or in other very close action, because the victim cannot really dodge out of the way.  Even so, a Head Butt may be attempted against anyone who’s close enough.  If the Head Butt misses though, the attacker hits with the wrong part of the head and he takes the damage instead of the defender.  Head Butts use a Dexterity and Brawling - 2 roll, or the Combat Score - 2, and do (2 x Strength) base points of damage (Bash type).
  • Jump Kick: It’s not easy to do, but when done right, it puts the kick back into “butt-kicking.”  Jump Kicks require two rolls, but count as a single action.  The first is a Dexterity and Athletics roll, or use the Combat Score, to get airborne; the second is a Dexterity and Brawling - 3 roll (or Combat Score - 3).  The kick does 3 x (Strength + 1) base points of damage (Bash type), and gains an additional damage bonus equal to the Success Levels of the Dexterity and Acrobatics roll or Combat Score.  Of course, if either of the rolls miss, the Jump Kick becomes a Jump Stumble (Cast Member fall down and go boom).  A Jump Kick is the only attack action the character can attempt on that Turn (no multi-actions with this puppy).
  • Kick: The plain vanilla kick is a simple, yet effective way to put the hurt on someone.  If a kick is parried, the target has a golden chance to try and Grapple the leg, though.  The Kick uses a Dexterity and Brawling - 1 roll , or the Combat Score - 1, but football and soccer players can replace Brawling with Athletics if they like.  Ditto for ballet dancers (use Art instead of Sport) if they aren’t too busy acting all graceful to fight.  The Kick’s base damage is 2 x (Strength + 1) points (Bash type).
  • Knockout: Sometimes a character wants to take somebody out without inflicting permanent damage.  Any Bash attack (Punches, Kicks, sledgehammers, and so on) can be turned into a Knockout attack, using a Dexterity and Brawling - 2, or Dexterity and Melee - 2 roll, or the Combat Score - 2.  The total damage of the attack is halved, but the victim has to make a Constitution (doubled) roll (or use the Muscle Score) with a penalty equal to the Success Levels of the Knockout roll, or she goes down for the count.  Recovery from a knockout is in your fiendish hands; the victim may recover in a few turns, or wake up an hour later . . . possibly bound tighter than Doyle’s purse strings.
  • Melee Weapon: This covers swinging swords and axes, stabbing, and other close combat actions that involve sticking or smashing foreign objects into bad folks.  It uses a Dexterity and Melee roll, or the Combat Score.  Baseball or hockey players can substitute Athletics to swing stick-like weapons (fencers and archery enthusiasts use Melee, though).  Since weapons do different types and amounts of damage (see pp. [?]), each weapon should have its own listing in the Combat Maneuver List.
  • Parry: Your basic blocking move, used to deflect punches, kicks, and other close combat attacks.  Weapons may only be Parried by weapons; Parrying a weapon with a hand-to-hand attack is just asking for injury.  A hand-to-hand attack may be Parried by a weapon but you have to find a bonehead stupid enough to take a punch at an armed defender.  A Parry uses a Dexterity and Brawling, or Dexterity and Melee roll, or the Combat Score.  Thrown weapons can be parried at a -2 penalty.  Arrows and crossbow bolts are parried at a -6 penalty.  No character can parry bullets unless she arrived in L.A. on a transparent plane from some Amazon island.
  • Punch: Closed fist, traveling quickly towards the target.  Uses a Dexterity and Brawling roll, or the Combat Score, and does 2 x Strength points of damage (Bash type).
  • Shoot: Your basic assault with a deadly weapon.  Point towards enemy, pull the trigger.  Big boom ensues.  Use a Dexterity and Shooting roll, or the Combat Score.  Base damage varies depending on the setting used. Range modifiers are applicable.
  • Slam-Tackle: The All-American football maneuver that can stop touchdowns or bring down fleeing demons.  Tackles use Strength and Sports rolls, or Muscle Scores, and can be Dodged, but not Parried.  On a successful hit, the target takes 2 x Strength base points of damage (Bash type) and, if he fails to resist with a Strength (not doubled) roll or the Muscle Score divided by two, he goes down hard.  At the end of a successful Tackle, the attacker can Grapple the victim’s legs or torso without rolling.  Tackling is the only attack that can be attempted on that Turn (no multi-actions here either, nice try).
  • Spin Kick: This is a spinning or roundhouse kick, harder to execute but delivering more damage.  When a character really wants to leave a mark, he should use a Spin Kick.  This move has the same potential problems as the regular Kick, described above.  It uses a Dexterity and Brawling - 2 roll, or the Combat Score -2, and does 2 x (Strength + 2) points of base damage (Bash type).
  • Stake: Poking someone with a sharp pointy thing is going to hurt no matter who it is.  Still, if it’s not a vamp, and it’s not in the heart, it’s no different than using a knife.  Stake poking uses a Dexterity and Melee roll, or the Combat Score, and does 2 x Strength points of base damage (Slash/stab type).
  • Sweep Kick: Just the thing to slow down a charging demon, the Sweep Kick does little damage but sends foes to the ground by kicking their feet out from under them.  This special kick uses a Dexterity and Brawling - 1 roll, or the Combat Score - 1.  If it hits, the defender takes Strength points of base damage (Bash type).  Further, he must resist with a Dexterity and Acrobatics roll, or the Combat Score to keep her feet.  If not, he falls down.
  • Takedown: This includes judo throws, wrestling moves, trips, and similar methods of making an enemy kiss the ground.  The Takedown uses a Strength and Brawling roll, or the Muscle Score.  If the target fails to Parry or Dodge, he hits the mat and takes Strength points of Bash damage.  Otherwise, the defender takes no damage and the Takedown fails.
  • Target Limb: Sometimes you want to break a leg, and not in a show biz good luck kind of way.  Targeting a limb (arm, leg, or tentacle) uses the appropriate Combat Maneuver with a -2 penalty, or the Combat Score - 2.  Damage over half the target’s maximum Life Points cripples or severs that limb; excess damage is lost.  Combine that with Slash/stab weapons and you’ve got some serious problems.  Playing with large, sharp things is really only for the pros.. . and those with lots of Drama Points.
  • Throw Weapon: The art of taking a properly balanced weapon and throwing it at a target.  The range of this attack is two yards plus two yards per Strength level.  Throw weapon uses a Dexterity and Melee - 1 roll, or the Combat Score - 1, and the base damage varies by the weapon tossed.
  • Toss: The defender must be Grappled first  and the attacker must have a minimum Strength 4.  Then, the attacker uses a Strength (doubled) - 4 roll, or the Muscle Score - 4, and the defender resists using a Strength (not doubled) roll or the Muscle Score divided by two.  If the attack succeeds, it does Strength points of base damage (Bash type).  Also, the defender is tossed one yard for each Success Level in the roll, and is automatically knocked down.  If the attack fails, the defender remains Grappled, but takes no damage and doesn’t go anywhere.  Oh, and the attacker looks pretty silly.
  • Vital Points: This attack targets vital organs like the heart or kidneys. This Maneuver requires a sharp-pointed weapon (knife, sword, spear, arrow or the like). Attacking the heart uses the appropriate Combat Maneuver with a -3 penalty, or the Combat Score - 3.  Damage is quadrupled (after applying the base damage, Success Levels, and armor; this multiplier replaces the damage type modifier).
  • Wall Flip: This is the “run up the wall, flip over, and land behind the attacker” cinematic trick.  Your character needs a nearby wall or solid object with a vertical surface and a Dexterity and Acrobatics - 3 roll, a Dexterity and Brawling - 3 roll, or the Combat Score - 3. If the flipper gains at least one Success Level, he adds a +3 bonus to his result (as if he went Full Defense), and can apply that defense result against all attacks against him that Turn.  If not hit, the character ends the Turn behind one of his attackers and gains initiative against that him the next Turn.  If he fails his Wall Flip maneuver, he suffers his own Strength level in Bash damage and winds up prone next to the wall.  His style point tally sinks as fast as his chances for survival.
  • Wall Smash: The attacker must have sufficient Strength to lift his opponent without much effort. He must also succeed in a Grapple roll first.  If so, he can swing the defender around and introduce him bodily to a nearby surface.  That requires only a Strength and Athletics roll or the Muscle Score.  The grabee defends with a similar roll or Score (assume he has defense actions available).  Damage is 3 x Strength in Bash type.
  • Whirling Sword: This is a complex maneuver, swinging a sword or other balanced weapon (staff, fighting sticks, and so on) in a complex and non-self-debilitating pattern.  Anybody who steps into range of the whirling sword is attacked.  Even better, any close attack made against the character can be parried.  The character uses a Dexterity and Melee - 4 roll, or his Combat Score -4 to attack and defend for the Turn.  This is a great maneuver against multiple opponents, but has a couple of drawbacks.  It’s the only action the character can attempt that Turn, and it does squat against ranged attacks (you might have heard of an archeologist who simply shoots whirling blades masters).  The other problem is the maneuver cannot be used for long before the character gets tired.  Every Turn after the first, the penalty for this maneuver is increased by another two.
  • Wrestling Hold: This is a half-nelson, full-nelson, or Twister finale, in which the character immobilizes the enemy, usually by grabbing him from behind and twisting one or both arms.  This requires a successful Grapple .  After that, the attacker must make a Strength and Brawling - 2 (or Muscle Score - 2) roll.  The defender then resists with a Strength or Dexterity (whichever is better) and Brawling roll, or the best of his Combat or Muscle Scores.  If the attacker wins, the defender suffers a -1 penalty to all actions for every Success Level in the Wrestling Hold attack until he breaks free or the attacker lets go.  Otherwise, the defender remains Grappled.


AIMING
Skill: PER + Blaster or Melee
Effects: The shot action gets a bonus equal to the success levels of the Aiming roll. Aimed shots are delayed until near the end of the turn.

BLASTER SHOT
Skill: DEX + Blasters
Effects: Damage varies by weapon. Each shot after the first uses the same attack roll, but is reduced by a –1 cumulative penalty (-2 for heavy pistols and other large guns). Automatic fire is resolved with a single attack roll, with each success determining how many of the first group of 10 blaster bolts hit. Each subsequent group uses the same roll with a –4 cumulative penalty. Burst fire works the same way, but the bullets are fired in groups of 3, with subsequent cumulative penalties of –3. Anyone in the area of automatic fire must pass a WILL (doubled) roll or spend all their actions taking cover.

BOW SHOT
Skill: DEX + Melee –2
Effects: Base damage is D8 x STR, up to a maximum of D8 x 5 slash/stab damage. Ranged penalties apply to the attack.

BRAIN SHOT
Skill: Attack Maneuver –4
Effects: Bash damage is multiplied x2. Slash/Stab damage is multiplied x3. Energy damage is multiplied x4.

BREAK NECK
Skill: STR + Brawling resisted by STR + CON
Effects: The target must be Grappled. If the attacker wins, the base damage is 4x STR Bash damage. If this reduces the defender to –10 Life Points, she must pass a Survival test at a penalty equal to the successes of the attack. Failure means death from a broken neck.

CATCH WEAPON
Skill: DEX + Brawling –5
Effects: If the catcher’s roll does not exceed the attacker’s roll, the attacker’s weapon does an additional +5 base damage.

CHOKE
Skill: STR + Brawling resisted by STR + CON
Effects: The target must be Grappled. Base damage is STR–1 Bash damage. The target cannot breathe and suffers a –2 penalty on all actions. Starting on the 13th turn, a Consciousness test is required with a cumulative –1 penalty every turn. A Survival test is required on the 18th turn, and every 6 turns thereafter with a cumulative –1 penalty every 6 turns.

DECAPITATION
Skill: DEX + Melee/Lightsaber-5
Effects: Damage is multiplied x5 (after success bonuses have been added and armor has been subtracted). If the damage is enough to reduce the target to -10 Life Points, he is killed.

DIRTY FIGHTING
Skill: INT + Brawling/Melee/Lightsaber resisted by PER + Brawling/Melee/Lightsaber
Effects: The attacker uses underhanded tactics, like throwing sand in the enemy’s eyes, to get an advantage. If the attacker wins, the opponent has a -2 penalty to all actions until he spends an action to recover.

DISARM
Skill: Either DEX + Melee/Lightsaber-2 or DEX + Brawling-3 resisted by a Parry Maneuver
Effects: You take your opponent’s weapon for yourself.

DODGE
Skill: DEX + Athletics or Brawling
Effects: Dodging hand-to-hand attacks can be done once per turn without penalty.

DOUBLE JUMP KICK
Skill: Jump Kick-1
Effects: Two opponents can be targeted by the same Jump Kick maneuver. The attacker must have a DEX of at least 4.

FAST DRAW
Skill: DEX + Blaster-3 or DEX + Melee/Lightsaber-3 resisted by DEX + Blaster-3 or DEX + Lightsaber-3
Effects: The drawing character with the highest total attacks first. Fast Reaction Time adds +3. A weapon in hand adds +6.

FEINT
Skill: INT + Brawling or Melee/Lightsaber resisted by PER + Brawling or Melee/Lightsaber
Effects: If the attacker wins, she can add the success levels of the Feint roll to her next action roll against the same opponent.

FOOTWORK
Skill: INT + Brawling/Melee/Lightsaber resisted by INT + Brawling or Melee/Lightsaber
Effects: The attacker steps around her opponent, trying to get to an advantageous position. If an opponent or obstacle is blocking her way, she can roll Footwork to get around it. If she is fighting an opponent, who doesn’t want to let her escape, a successful Footwork will be necessary to disengage. There may be additional penalties based on how difficult the obstacle is to bypass. In some scenarios, the GM may declare that a certain position (such as the top of the stairwell) is very advantageous in a fight granting +1 to combat to whoever holds that position. Taking such a position off an opponent would require a Footwork roll.

FULL DEFENSE
Skill: Defense Maneuver +3
Effects: The defender may defend against two attacks at no penalty and gains a +3 bonus to defensive maneuvers. The defender cannot attack on the turn he defends.

FULL OFFENSE
Skill: Attack Maneuver +2
Effects: The attacker cannot defend on the turn he attacks.

GRAPPLE
Skill: DEX + Brawling +2 resisted by a Dodge
Effects: The attacker grabs his target’s limb, neck or whole body. A grappled target suffers a –2 penalty to actions involving a grappled limb, or a –1 penalty to all actions if grappled about the body. If two attackers grapple both limbs, the target suffers a –4 penalty on most rolls and cannot Dodge. A neck grapple doesn’t impair the target, but sets her up for a Choke or Neck Break action. The target can break free with a STR (doubled) roll resisted by another Grapple maneuver.

GROIN SHOT
Skill: Attack Maneuver-3
Effects: Damage is normal, but the target must make a WILL (doubled) roll minus double the successes of the attack. If a male target fails to achieve at least 1 success level on this roll, he is knocked down and unable to act for the turn. Female targets who fail the WILL (doubled) roll suffer only a –1 penalty to all actions for the turn. Every turn after the first, the target rolls again with a cumulative +1 bonus.

HEAD BUTT
Skill: DEX + Brawling –2
Effects: Base damage is 2x STR Bash damage. The target cannot Dodge, but if the attacker misses, she injures herself.

JUMP
Skill: None or DEX + Athletics for extra distance
Effects: A good running start doubles the distances below. Each success level on a DEX + Athletics test adds .25 m to a high jump or 1 meter to a long jump.

STR High Jump Long Jump
1 – 2 .25 m 2 meters
3 .5 m 3 meters
4 – 5 1 m 5 meters
6 1.5 m 6 meters
7 – 8 2 m 8 meters
9 – 10 3 m 10 meters
+1 +.5 m +1 meter

JUMP KICK
Skill: DEX + Athletics then DEX + Brawling-3
Effects: Base damage is D6 x (STR+1) Bash damage. The target suffers additional damage equal to the success levels of the DEX + Athletics roll. A Jump Kick cannot be one of multiple actions. Failure on either attack roll causes the attacker to fall prone.

KICK
Skill: DEX + Brawling-1 or Art (Ballet)-1
Effects: Base damage is D4 x (STR+1) bash damage. If the target parries, he may attempt to Grapple the leg.

KNOCKDOWN
Skill: None
Effects: Any blow that inflicts damage greater than triple the target’s STR (before accounting for damage type or maneuver modifiers) may knock the target down. Getting up in combat requires a DEX + Athletics roll.

KNOCKOUT
Skill: Attack maneuver (causing bash damage)-2
Effects: Total damage is halved, but the target rolls CON (doubled) minus the successes of the attack. Failure results in unconsciousness. The attack must be one that causes bash damage.

MELEE STRIKE
Skill: DEX + Melee/Lightsaber
Effects: Damage varies by weapon.

MOVE OBJECT
Skill: WILL + Alter, DEX/PER + Alter
Effects: Each turn the Force-user attempts or maintains the test above. Each success level becomes a point of telekinetic STR. Crudely lifting or tossing things requires no additional roll, but precise tasks require a PER + Alter test. Attacks use DEX + Alter or PER + Alter. Remote tasks or attacks suffer a –1 penalty. Such attacks cause damage equal to D4 x successes of the test. Throwing an opponent causes Bash damage equal to D4 x successes of the WILL + Alter test. Multiple Force-users can combine their telekinetic STR.

MULTIPLE ACTIONS
Skill: Maneuver -2 cumulative
Effects: Each entitled action after the first suffers a cumulative -2 penalty. Extra actions result in a -2 cumulative penalty to all actions, including entitled ones. Only one roll is made. When an action fails, further multiple actions also fail.

MULTIPLE OPPONENTS
Skill: Maneuver +1 per attacker, up to +4
Effects: Up to 4 attackers gain the bonus above.

PARRY
Skill: DEX + Brawling/Melee/Lightsaber
Effects: Only weapons can parry weapons. Parrying a hand-to-hand attack with a weapon damages the attacker’s limb. Thrown weapons are parried at a -2 penalty. Arrows and bolts are parried at a -6 penalty. Blasters bolts can only be parried by those with the Lightsaber Combat Force Power.

PRONE FIGHTING
Skill: Defense Maneuver-4
Effects: A character cannot attack on the turn he was knocked down. A prone defender suffers a -4 penalty on defense maneuvers. Getting up in combat requires a DEX + Athletics roll.

PUNCH
Skill: DEX + Brawling
Effects: Base damage is D4 x STR.

RANGE PENALTIES
Skill: Attack Maneuver subject to range penalty
Effects: Range for bows, pistols and rifles are found below.

Range Penalty
Short 0
Medium -1
Long -3

REAR ATTACK
Skill: Defense Maneuver-2 (assuming Defense is allowed)
Effects: Unaware targets cannot defend. Those with Situational Awareness or who pass a PER + Notice test can defend at a -2 penalty.

SHOVE
Skill: STR + Brawling/Melee/Lightsaber resisted by STR + Brawling/Melee/Lightsaber
Effects: If the attacker wins, the target is pushed back one meter per success, and must pass a simple DEX test minus the successes of this maneuver or fall down. Downed characters suffer a -4 penalty to most combat actions until they spend an attack action to get up (defense actions may still be used that turn but incur the -4 penalty).

SIZE MODIFIERS
Skill: Attack Maneuver subject to size bonus or penalty
Effects: Modifiers are found below.

Value Example
+4 Krayt dragon
+3 Bantha
+2 Rancor
+1 Horse
+0 Human
-1 Jawa
-2 Petite
-3 Tiny
-4 Minute

SPIN KICK
Skill: DEX + Brawling-2
Effects: Base damage is D4 x (STR+2) Bash damage. If the target Parries, he may attempt to Grapple the leg.

SWEEP KICK
Skill: DEX + Brawling-1
Effects: Base damage is 1 x STR Bash damage. The target must resist with a DEX + Athletics roll or fall down.

SLAM TACKLE
Skill: STR + Brawling
Effects: Base damage is 2x STR Bash damage. The target must pass a STR (not doubled) roll or is knocked down. The attacker can Grapple the target’s legs or torso automatically after a successful knockdown. A Slam Tackle cannot be Parried. A Slam Tackle cannot be one of multiple actions.

TAKEDOWN
Skill: STR + Brawling resisted by Parry or Dodge
Effects: The target is knocked prone and takes D2 x STR base Bash damage.

TARGET LIMB
Skill: Attack Maneuver-2
Effects: Damage over half the target’s maximum Life Points cripples or severs the limb. Excess damage is lost.

THROUGH THE HEART
Skill: Attack Maneuver-3
Effects: Base damage to most targets is multiplied x4. Otherwise, the heart was missed and only normal damage was done.

THROW WEAPON
Skill: DEX + Athletics/Melee or DEX + Lightsaber -4
Effects: Damage varies by weapon. Range is STR/STR x 2/STR x 3 m. The weapon does not return to you. For that, you need the Move Object power.

TOSS
Skill: STR (doubled)-4 resisted by STR (not doubled)
Effects: The target must be Grappled, and the attacker must have a minimum STR of 4. Base damage is D2 x STR Bash damage. The target is tossed 1 meter per success level and is knocked down. If the attack fails, the target remains Grappled.

TYPES OF DAMAGE
Skill: None
Effects: Slash/Stab damage is generally doubled after armor is subtracted. Bash damage is not multiplied. Fire does 3 damage/turn, heals at half the normal rate and scars. Energy damage is generally treated as slash/stab damage, but is also armor-piercing, halving AV. Blaster hits from automatic or burst fire have their damage modified by armor and then added together before doubling. Successes do not add to burst or autofire damage. Certain maneuvers (such as Through the Heart) replace typical damage type multiplication with specific effects.

WALL FLIP
Skill: DEX + Athletics-3 or DEX + Brawling-3
Effects: The character runs up a vertical surface and lands behind his attacker. At least one success grants the flipper a +3 defense bonus versus all attackers for 1 turn. If not hit in the turn, the flipper wins Initiative the next turn versus the target he landed behind. If the flipper fails the Wall Flip, he takes D2 x STR Bash damage and falls prone next to the wall.

WALL SMASH
Skill: STR + Athletics resisted by STR + Athletics
Effects: The target must be Grappled, and the attacker must have STR sufficient to pick up the target without much effort (STR 4 for typical human targets). The target smashes into a wall or surface (which might be damaged) for 3x STR Bash damage.

WRESTLING HOLD
Skill: STR + Brawling-2 resisted by STR + Brawling or DEX + Brawling
Effects: The target must be Grappled. The target suffers a -1 penalty to all actions for each success of the attack. This penalty persists until the target breaks free or is released.

MANOBRAS: SABRE DE LUZ
BACK THRUST [Juyo]
Skill: PER + Sense, then DEX + Lightsaber
Effects: After passing a PER + Sense test, the Jedi is able to sense an enemy behind him and thrusts backwards, using the successes of the Sense roll to offset any penalties.

BLADE SHIELD [Jar’Kai, Shien]
Skill: as Full Defense+2/+1
Effects: The Jar’Kai user circles both blades in front of him, spinning them and by that creating a shield in front of him. This maneuver can only be used as part of a Full Defense move and adds 2 to that maneuver’s bonus, for final +5. Shien users also employ this maneuver, but since they only use one lightsaber, they only receive +1 to Full Defense.

BLIND ATTACK [Vaapad]
Skill: PER + Sense, then DEX + Lightsaber
Effects: This maneuver combines aspects of the Sense Life and Sense Surroundings Force powers. The Jedi is able to strike at an enemy without looking at him (or in darkness or when blinded). Roll PER + Sense, with every success canceling a -2 penalty due to lighting conditions or cover. This does also count for
redirected Blaster bolts. This maneuver can also be used for redirecting blaster bolts

BROAD SWEEP [Shien]
Skill: DEX + Lightsaber-2
Effects: Two opponents can be targeted by the same attack, but it only does half damage to each.

CIRCLE ATTACK [Soresu]
Skill: Parry-4
Effects: This only works as a parry, so the Soresu fighter has to successfully block the attack (with -4). Then, the combatants make an opposed STR roll. If the Soresu fighter is successful, he is not only able to block the attack, but moves in a circling turn around to the back of the defender. He gets a free attack without penalty. A Circle Attack cannot be one of multiple actions.

DOUBLE ATTACK [Ataru, Niman]
Skill: DEX + Lightsaber-2
Effects: Two opponents can be targeted by the same attack, which has -1 damage multiplier. The attacker must have a DEX of at least 4.

DOUBLE SWEEP [Jar’Kai]
Skill: DEX + Lightsaber-2
Effects: The Jedi grabs both sabers upside-down and moves both hands from an outward position and back again. The opponent within that 180-degree angle is hit twice. However, the quickness reduces the damage multiplier by 2. The defender must only parry once.

DRAW CLOSER
Skill: WILL + Alter, then DEX + Lightsaber
Effects: The Jedi uses the Force to draw an opponent that is not next to her into the path of her weapon. Each extra successes in a WILL + Alter test raises damage by 1.

FALLING AVALANCHE [Djem So]
Skill: Strike-1
Effects: The Jedi raises the lightsaber above her head and then bring it down with incredible force on her opponent. If the defender successfully parries the attack, both combatants make an opposed STR. If the Jedi wins, she pushes her foe back 1 m/extra success.

HEAVY PARRY [Djem So, Niman]
Skill: As Heavy Strike
Effects: The Form V user parries a melee attack with a Heavy Strike. Make an opposing STR test. If successful, the Form V user pushes the opponent’s weapon aside. If the next action is another attack of the opponent, it is done with a -2 penalty. If the next action is an attack of the Form V user, any attempts to parry it are done with a -2 penalty.

HEAVY STRIKE/SPIN ATTACK [Shii-Cho/Shien]
Skill: DEX + Lightsaber-1
Effects: A Heavy Strike is a two-handed strike that hits the opponent hard and adds +1 to the damage multiplier. In a Spin Attack, the form user spins around his own axis, gaining momentum for a following attack with a +1 to the damage multiplier.

HEAVY THRUST [Makashi]
Skill: DEX + Lightsaber
Effects: Attacker moves a minimum of 1 and a maximum of Speed meters and thrusts the blade into the defender, adding +1 to the damage multiplier per meter traversed.

JUMP STRIKE [Djem So]
Skill: DEX + Athletics-2, then DEX + Lightsaber
Effects: The attacker makes DEX + Athletics-2 roll, jumping up and grabbing the hilt with two hands, and striking as he comes down again – thus adding the speed of the “fall” to the strike. Difficult to block, any attempts to parry are done with a -2 penalty, while the attacker receives +2 to the damage multiplier. However, since changing course in mid-air is difficult, if not impossible, it is quite easy to dodge that attack. Add +2 to any dodge rolls against this maneuver.

PASS THE BLADE [Tràkata]
Skill: DEX + Lightsaber-3
Effects: The user deactivate his lightsaber as his opponent attempts to block the attack, reactivating it just as it passes by his blade. If the defender fails to parry, any success he scored are ignored.

PUSHING SLASH
Skill: Strike, then WILL + Alter
Effects: The Jedi strikes at her opponent with her lightsaber, then hurls him away with the Force in one fluid motion. Roll DEX + Lightsaber, followed by WILL + Alter, resisted by the targets’ STR. If the Jedi wins, the target is knocked back 1 m/success, falling to the ground and taking D4/success damage.

QUICK PARRY [Shii-Cho, Soresu]
Skill: as Parry
Effects: The Shii-Cho is able to parry twice in quick succession with only -1 penalty.

QUICK STRIKE [Jar’Kai, Makashi, Sokan]
Skill: as Melee Strike
Effects: The form user makes two quick attacks with only a -1 penalty for the second strike, but -1 to the damage multiplier.

RIPOSTE [Makashi]
Skill: As Parry
Effects: A quick follow-up strike to a successful parry. Each level of success in the defense roll adds +1 to the immediately following Riposte roll.

RANDOM STRIKE [Vaapad]
Skill: DEX + Lightsaber-2
Effects: The Jedi seems to move the blade in a random and not dangerous way. However, it is just a ruse and his next attack can only be parried with a -2 penalty, and deals +1 damage multiplier.

RISING WHIRLWIND [Jar’Kai]
Skill: DEX + Lightsaber-4, -2 per subsequent turn
Effects: The test above is used as an attack versus all opponents who step into range, and as a Parry versus all close attacks made against the character. This maneuver has no effect versus ranged attacks, and cannot be one of multiple actions. The maneuver is fatiguing, and suffers a -2 cumulative penalty to maintain each turn after the first.

TUMBLE STRIKE [Ataru]
Skill: DEX + Athletics-3, then DEX + Lightsaber
Effects: The character has to pass a DEX + Athletics roll. If successful, the attacker is able to somersault over the defender and strike while above him. This makes it difficult to parry or dodge. Any attempt to do this receives -3. Failure on either attack roll causes the attacker to fall prone.

SABER LOCK
Skill: ties in DEX + Lightsaber contests
Effects: When two lightsaber-wielding opponents ties in their attack and defense rolls, they end up in a saber lock. Breaking the lock requires letting go of the weapon or a Shove maneuver. Using two hands grants +2 to perform and resist the action. While in saber lock, the combatants may try to punch their opponent or perform other actions, such as Disarm.

SPIN JUMP [Sokan]
Skill: DEX + Athletics-2 , then DEX + Lightsaber
Effects: The Jedi jumps up and rolls either left or right and lands at either side of the opponent. That gives him an advantageous position for an attack. If the next action (can be in the next round) is an attack, the Jedi receives +2 to the roll.

SWEEPING BLOCK [Soresu]
Skill: DEX + Lightsaber-2
Effects: A circling move with the lightsaber forces the opponent back. Therefore, his next attack is done with a -2 penalty. This works for multiple attackers, add -1 to the difficulty for each extra opponent. However, due to the fast move, any attack the defender wants to make is reduced by -2 as well.

SWINGING STRIKE [Juyo]
Skill: DEX + Lightsaber-2
Effects: The Jedi grabs the lightsaber upside down (the blade is at the lower end of the hand). He then performs a swinging move like a pendulum, which appears to be of a defensive nature. With a sudden lift of the arm and a back swing, however, the blade strikes at the opponent. This is difficult to block, any attempt to do so is done with a -2 penalty, while the extensive movement adds 1 to the damage multiplier.

UNBALANCING BLOCK [Tràkata]
Skill: As Parry-3
Effects: The Jedi catches her opponent’s weapon on her blade before deactivating it momentarily and causing her foe to stumble. If the Jedi successfully parry the attack, her opponent falls prone.

VICIOUS STARE [Niman]
Skill: WILL + Influence
Effects: The Niman user rolls an WILL + Influence against one opponent, who rolls WILL + Influence or WILL doubled. The Niman user may use either Persuasion or Intimidation for that purpose. There is a -2 for every extra opponent that is to be affected. If successful, use the net successes of the test as a penalty to any aggressive actions taken by that opponent in his next action.


HIGH DAMAGE IN UNISYSTEM
Unisystem was designed to accommodate different power levels, from gritty “street level” games to godlike heroic adventures where characters can survive atomic weapons and level mountains. To accommodate both levels of play, damage had to undergo some tweaking.

For “normal” levels of damage - anything below 100 points or so - damage follows a roughly linear curve, with 20 points representing roughly twice as much damage as 10 points, and so on. After that level, damage starts to flatten out. A tank gun inflicts hundreds of times more damage than a handgun, but in the Unisystem it only does 200-300 points of damage, or 10-20 times as much. This keeps things relatively manageable - a normal human is still dead if he takes 300-point hit, and a superheroic character who can withstand the tank gun shell doesn’t need stats measured in the tens of thousands.

In game terms, small arms will do between 10-50 points of damage, artillery between 75-500 points, massive weapons 500-1,000 points, and nuclear weapons will be in the 1,000-10,000+ point range. That will help keep things relatively playable.
This message was last edited by the GM at 03:05, Fri 26 May 2023.
F5-3D
GM, 11 posts
GM Droid
Wed 12 Apr 2023
at 01:50
  • msg #4

Dano & recuperação

Dano até metade do total de LP do personagem são superficiais – hematomas, pequenos cortes e torções, que são dolorosos, mas não ameaças à vida. Acima disso, o personagem começa a ter problemas.

Personagens com 10 LP ou menos estão gravemente feridos — todos os rolamentos de combate têm -2. Com 5 LP ou menos, a penalidade é de -4.

Consciousness Tests: When reduced to zero Life Points or below, unconsciousness or incapacitation (i.e., the character is conscious, but can only lie there and work very hard on breathing) are likely. The character has to make a Willpower and Constitution roll at a penalty of -1 for every point below zero the character is.  So, a character who is at -4 Life Points (he has taken enough damage to reduce all his Life Points to zero, and four more points on top of that) has a -4 penalty to his consciousness roll.  The Resistance (Pain) Quality adds a bonus to consciousness rolls, and also reduces wound penalties.

Survival Tests: If the character is reduced to -10 points or worse, death is a possibility.  The character has to make a Survival Test; this uses Willpower and Constitution (just like a Consciousness Test) with a -1 penalty for every ten points below zero, rounded down (i.e., a character reduced to -32 Life Points would have a -3 penalty to the Survival Test).  The Hard to Kill Quality provides a bonus to Survival Tests.  If the character passes the Test, he lives; if he doesn’t, he Passes On (unless Drama Points come into play).

Crippling injuries: If the character has a limb crippled, they must make a Survival test with a -1 penalty for every ten full points of damage (i.e., a limb that has taken 30 points would have a -3 penalty). If the character fails, the limb is lost (crushed, severed, etc.); with 1 or 2 successes, it will recover, but needs an intervetion (surgery, bacta, etc.); and with 3+ sucesses, it recovers when teh character's LP are back full.

Slow Death: If the character is below -10 Life Points and survives his Survival Test but does not get medical help within a minute, he may still die.  Survival Tests are required every minute after the first, at an additional -1 penalty per minute (so after five minutes, the additional penalty would be -5; half an hour later, it would be -30, and even a Force Point may not be enough to save the character).  A successful Intelligence and Medic roll stabilizes the character and dispenses with further Survival Tests.

Dying Words and Actions: Most who fail a Survival Test are likely to be unconscious as well as incapacitated.  This is a huge downer, dramatically speaking.  If a character dies, the player should have the option of performing one last deed or saying some famous last words.  The Last Deed option allows the character to act normally for one or two Turns (no wound penalty applies).  Famous Last Words can take as much as a minute (more likely, they should consist of a couple of sentences).  These are the last acts of the character—make them count.

Resuscitation: Some injuries may kill the character, but leave him intact enough for medicine to bring him back.  Drowning, gunshot wounds (except to the head), and similar injuries are often not destructive enough to prevent modern science from saving the character.  Common sense should be your guide.  If the characters was burned to a crisp or killed by a soul-sucking demon that stole his life force, CPR just ain’t gonna do the trick.  Resuscitation requires an Intelligence and Doctor roll, followed by another Survival Roll from the victim.  In addition to any previous modifier, the victim gets a bonus equal to the Success Levels of the Intelligence and Doctor roll, and a penalty of -1 per five minutes since his untimely demise.

RECUPERAÇÃO
Humanos normais curam dano a uma velocidade de CON LPs/dia, desde que estejam sob cuidados médicos. Na ausência de tratamento, humanos normais têm que rolar CON. Sucesso cura 1 LP.

OUTROS PERIGOS

Disease: This works just like Poisons, except the Disease rolls (using the Strength of Disease) are usually less frequent (rarely faster than once per hour, and typically once per day).  Many diseases do not kill, but merely incapacitate victims with fevers, chills, and other unpleasantness.  Some diseases can be mystical in origin, and normal treatment does squat.  Diseases affect all characters and creatures, unless they have a special Resistance Quality or other immunity.

Falling: It’s not the fall that hurts—it’s the sudden stop at the end.  Any fall from more than one yard inflicts three points of damage per yard.  In cinematic games, falling damage tops out after 50 yards (150 Life Points)—falling further doesn’t do any more damage, it just give your character more time to think about that sudden stop.  This preserves the cinematic nature of the game (a fall over 50 yards kills most characters but the serious players with their Drama Points can take it) and is not unrealistic (humans have fallen out of airplanes and survived).
In real life, terminal velocity is achieved after falling some fifteen hundred feet - using the formula above, the damage would be 1500 Life Points. However, in Unisystem damage stops becoming linear roughly after 100 points, so a "lethally realistic" terminal velocity fall would inflict about 600 points - figure that damage drops to 1 point per yards for falls beyond 50 yards. Size makes a huge difference in falling damage. A mouse or a cat can survive falls that would kill a normal human; and a horse or an elephant will die from a fall that a human could survive. Multiply the damages above by 4 for creatures more than double the size of a human, and divide by 4 for creatures less than half the size of a human being. A Dexterity and Athlletics roll (or the Combat Score) reduces the fall’s effective distance by one yard per Success Level.  So a character who gets four Success Levels in a Dexterity and Atheltics roll would take no damage from a three-yard fall, and would suffer only six points of damage from a six-yard fall. Falling on a “soft” target can halve the total damage taken.

Poison: Poisons have a Strength Attribute.  Roll and add double the Poison’s Strength; this is resisted by the victim’s Constitution (doubled).  If the poison “wins,” the victim is drained of one Attribute level per Success Level in the Poison roll.  The Attribute depends on the type of poison; paralyzing agents drain Dexterity, while debilitating venoms drain Strength.  When the Attribute is reduced to zero, the victim is unconscious or incapacitated, and the poison starts draining Constitution.  When Constitution is drained to zero, the victim dies.  The frequency of Poison rolls depends on how powerful the substance is.  Very deadly poisons roll every Turn, while less powerful agents roll once per minute, per hour, or even per day.  An Intelligence and Doctor or Science roll may help identify the poison and remove it from the victim.  In other cases, find an antidote stat or else.  Some poisons are supernatural and require special forms of antidote.  Poisons affect all characters and creatures, unless they have a special Resistance Quality or other immunity.

Regaining lost Attribute levels requires a daily Constitution doubled roll; on a Success, a drained Attribute level is regained.

Radiation: Radiation is lethal at high doses, but humans can survive a lot of radiation with little short-term effects (long-term effects, like cancer or birth defects in offspring, are another story and are unlikely to play a role in most games). Radiation exposure is measured in rems (short for Roentgen Equivalent in Man). At 100-150 rems of exposure, a character will be weak (-2 to most actions) and will be reduced to 1/3 Endurance (in games where Endurance is used). At up to 450 rems, the character is incapacitated (reduced to 0 Life Points); beyond 450 rems, the character will be down to -20 Life Points, lost one level of Constitution, and otherwise will be having a Very Bad Day.

Suffocation: If unable to breathe (i.e., being choked or under water), a character dies.  Anybody can hold out for 12 Turns.  After that, a Consciousness Test is required with a cumulative -1 penalty every Turn.  Survival Tests kick in, again with a cumulative -1 penalty, each 30 seconds. If someone panics (i.e., fails a Willpower doubled roll at a +2 bonus) while underwater and starts breathing water, death will occur in 1 turn per Constitution level (resuscitation is possible, however). Obviously, characters or species that do not require breathing are exempt from this hazard.
This message was last edited by the GM at 01:30, Wed 13 Dec 2023.
F5-3D
GM, 12 posts
GM Droid
Wed 12 Apr 2023
at 01:54
  • msg #5

Veículos & naves

Size: o tamanho da nave.
Accuracy: sensores, máximo de PER que pode ser usado para cheques
Handling: manobrabilidade, máximo de DEX que pode ser usada para manobras
Toughness: robustez dos sistemas, usado quando a nave leva dano
Speed: velocidade
Crew: nível de habilidade da tripulação
NavComp: computador de navegação (– = não possui; Y = possui; [número] = limite de viagens, A = astromech)
Hypedrive: velocidade do hipermotor (br = booster ring)
Supply: mantimentos
Hull: AV e DC da nave
Shields: AV e DC dos escudos
Weapons: armamento
This message was last edited by the GM at 14:04, Sat 15 Apr 2023.
F5-3D
GM, 14 posts
GM Droid
Wed 12 Apr 2023
at 01:59
  • msg #6

Combate veicular/espacial

TBD
This message was last edited by the GM at 14:05, Sat 15 Apr 2023.
F5-3D
GM, 269 posts
FP 9
Sat 3 Feb 2024
at 15:53
  • msg #7

Sistema de Batalha

Troops and plans
A force is divided into units. Each and every unit in an army can possess up to two Attributes depending on their armament, training or similar factors. All of theses Attributes have an impact on some aspect of the fighting, and are selected by the ZM to reflect the situation of each unit.

Armored: Heavily armored units are the tanks of antiquity, and thus suffer far less casualties than any other kind of units. Such units reduce the percentage of lost troops by 5% if they fail a casualty test (i.e. they lose only 5% in casualties or 15% if they have failed their morale check).
Commanding: Some units are led by important persons, such as renowned generals, high priests or well known heroes. The mere presence of such units is often enough to bolster the morale of lesser troops in the army, encouraging them to fight fearlessly in front of the people they respect and admire. For each Commanding unit on the battlefield that is not retreating, all other units in the army (except other Commanding Units) will gain a +1 bonus to their morale checks.
Elite: Elite troops have above average discipline and experience, and are usually much more effective than any other kind of troops. Each Elite unit counts for triple its actual size to determine army strength. Cannot be combined with Untrained.
Fast: Fast units are composed of either cavalry or chariot troops. They can move to any single point in the battlefield within a single Round.
Frightening: Some troops can cause panic among their opponent because of their reputation, their appearance or their effectiveness. Berserkers, elephants and zombies all fall into this category. A Frightening unit will inflict a -2 modifier on the morale check of any unit it was in melee with this Round.
Infiltration: Some units are trained to take advantage of cover present on the battlefield to hide their position until they are ready for a surprise attack. Infiltration Units are not revealed at the beginning of the battle and have no effect (and thus can’t take casualties either) until they spring into action. On the Round an Infiltration unit becomes active, it gives a +1 to the Battle Test for this Round only.
Ranged: The unit is composed of archer, slingers, catapults or other troops equipped with ranged weapons as their main weapons. They can target any unit on the battlefield that is not engaged in melee combat.
Stubborn: Either through discipline, sheer willfulness or plain craziness, Stubborn units don’t flee as easily as other units do. Stubborn units always double their Willpower for morale checks, no matter how many casualties they have taken so far. Cannot be combined with Untrained.
Undead: Undead units are composed of hordes of zombies or other similar abominations. Undead units are both very hard to kill and almost impossible to break. They reduce by half the amount of casualties they take every turn and they never have to make moral checks.
Untrained: Whether they are brand new militia pressed into fighting, peasants in revolt or slaves used as living shields, Untrained troops are prone to running away at the first occasion. Untrained units never double their Willpower for morale checks. Cannot be combined with Stubborn or Elite.

For example, a Roman army might be composed of two units of 100 legionaries (Armored, Stubborn), one cavalry unit of 50 men (Fast, Elite), one 50-strong unit armed with various war machines (Ranged) and led by the general and his 20 horse-mounted bodyguards (Commanding, Fast). Its Carthaginian opponent might choose to field four units of 50 spearmen (Armored), two units of 30 mounted cavalry (Fast, Ranged), one unit of  12 elephants (Elite, Frightening), and two units of 25 German berserkers (Stubborn, Frightening) as mercenaries.

Leading From the Front
Cast Members shouldn’t sit back and let the Supporting Cast do all the fighting for them.  They should be somewhere on the battlefield, getting their part of the excitement. Whether a Cast Member is the army general or simply archer number 27, the important thing is that everyone gets to participate in one way or another.

In order to contribute to the action, each Cast Member must describe what he’s doing in this Round in general terms. According to his role in the battle, it could be something like “I charge with the rest of my unit into the Carthaginian archers”, “I direct my catapult to hit the incoming enemy cavalry” or “I stand back this Round, sending orders to the reinforcements so they can relieve the front line”.

The narrative description determines what roll the character uses for the round, usually Dexterity and Pilotying (for starfighters and strafe runs), Perception and Blasters or Throwing (for gunnery), or Intelligence and Warfare (to gives orders).  Once that’s determined, the Cast Member must make a Task against the standard target number of 9, and check the result on the appropriate table. In the Thick of It is the chart for those who want to dogfight; Sniper is for those who want to do runs on capital ships; Blam! is for those manning the ship's guns; and On my command is for those who stay back and shout orders. The Success Level determines the effect the Cast Member has on his side’s Battle Test, as well whether he gets any Heroic Opportunity Points.

Some of the entries state that the Cast Member suffers a “counterattack.”  This is an automatic hit from the most common weapon wielded by the enemy in that type of combat (TIE laser cannons, turbolasers, etc.).  The character gets his shields against the counterattack as usual.

In the Thick of It (Dogfights)
Failure: The Cast Member wades into battle and finds himself overwhelmed by his foes.  He suffers three counterattacks.  Life sucks that way.
1-2 Success Levels: The Cast Member slays his fair share but pays for his heroism in blood.  He adds +2 to his side’s Battle Test for the Round and gains one Heroic Opportunity Point but suffers two counterattacks.
3-4 Success Levels: The Cast Member rages through his foes, splitting skulls like melons at a Gallagher show.  He adds +3 to his side’s Battle Test for the Round and gains two Heroic Opportunity Points, but suffers one counterattack.
5+ Success Levels: The Cast Member covers himself in glory (as well as brains, blood, and bits of bone)!  He adds +4 to his side’s Battle Test for the Round, gains three Heroic Opportunity Points and no counterattacks can be made at him.

Sniper (Strafing)
Failure: The Cast Member pops his head up and the enemy spots him.  He inflicts few casualties this round and suffers two ranged counterattacks (assuming the bad guys are range attack capable)—now he knows what a pincushion feels like.
1-2 Success Levels: The warrior picks off several foes but suffers some return fire as well.  He adds +1 to his side’s Battle Test for the Round but suffers one counterattack from enemy missile fire (assuming they have such weapons).
3-4 Success Levels: This guy could shoot the wings off a fly.  He puts down a number of foes, adds +2 to his side’s Battle Test for the Round and gains one Heroic Opportunity Point. He is unscathed by counterattacks.
5+ Success Levels: This guy is Apollo himself with a bow!  He nails more opponents than he can count.  He adds +3 to his side’s Battle Test for the Round, gains two Heroic Opportunity Points and ignores any missiles targeted at him.

Blam! (Gunnery)
Failure: The War Machine suffers from technical problems and the Cast Member must stay exposed to fix them.  He inflicts few casualties this round and suffers two ranged counterattacks (assuming the bad guys are range attack capable). Let’s hope those Ranged attacks weren’t coming from another siege weapon!
1-2 Success Levels: The Cast Member picks off several foes but suffers some return fire as well.  He adds +1 to his side’s Battle Test for the Round but suffers one counterattack from enemy missile fire (assuming they have such weapons).
3-4 Success Levels: This guy has real instinct when it comes to using a siege weapon.  He puts down a number of foes, adds +2 to his side’s Battle Test for the Round and gains one Heroic Opportunity Points. He is unscathed by counterattacks.
5+ Success Levels: This guy must be an Augur to predict shots with such precision!  He nails more opponents than he can count.  He adds +3 to his side’s Battle Test for the Round, gains two Heroic Opportunity Points and ignores any missiles targeted at him.

On my command (Leadership Actions)

Failure: It’s either that the Cast Member can’t see the battle very well or that the command trumpets can’t be heard very well over the battle’s noises, but all he manages to do is get the enemy’s attention .  He doesn’t help his side at all and suffers two ranged counterattacks (assuming the bad guys are range attack capable).
1-2 Success Levels: The Cast Members orders are somewhat effective. He lets one Cast Member or one unit from his side re-roll a Test or Task in this Round and adds +1 to his side’s Battle Test for the Round, but suffers one counterattack from enemy missile fire (assuming they have such weapons).
3-4 Success Levels: A natural born leader. He lets two Cast Members or units from his side re-roll a Test or Task in this Round, adds +2 to his side’s Battle Test for the Round, gets one Heroic Opportunity Point and goes through the Round unscathed by counterattacks.
5+ Success Levels: This guy has the commanding power of a Caesar! He lets three Cast Members or units from his side re-roll a Test or Task in this Round, adds +3 to his side’s Battle Test for the Round, gets two Heroic Opportunity Points and blatantly ignores all counterattacks feebly directed at him.

Heroic Opportunity Points
During battle, Cast Members will have many occasions to distinguish themselves. Every time they roll on one of the action tables, they have the chance to gain Heroic Opportunity Points. These points can then be used to perform spectacular actions or gain the opportunity to fight battle-determining duels. Each such action has a Heroic Opportunity Point cost:

Add +1 to a Test of Task (not for Battle Tests): 1 point
Ignore a counterattack: 2 points
Add +1 to the Battle Test for this Round: 2 points.
Get into a duel with a minor enemy character (like a unit leader): 3 points
Get into a duel with a major enemy character (like a hero or one of the generals): 5 points

In order to fight a specific enemy on the battlefield, a Cast Member must spend the required amount of Heroic Opportunity Points. In that case, arrange for the two foes to meet up in the field of battle.  That may take some original twist narrative, but the ZM must make it happen anyway.  Once the two foes come face to face, shift over into regular Unisystem Turns for a while.  The battle can rage around them but it becomes mostly backdrop.  Then again, at a dramatically appropriate time, a stray arrow, grunt soldier, collapsing wall, or some other nuisance may intrude to mess up the dandy little duel going on.

All Heroic Opportunity Points left at the end of the Battle can be used to shrug off some damage the Cast Member might have taken during the fight. For each Heroic Opportunity Point left, the Cast Member can get back three Life Points, up to his maximum of Life Points. After that last phase of the battle, any unspent Heroic Opportunity Points are lost.

Battle Test
Dice meisters rejoice—it’s time to roll the bones.  The leaders of each side make Intelligence and Warfare Resisted Action and add or subtract the modifiers below:

Mod Situation
+2 The leader’s army is roughly twice as strong or numerous as your foe.
+4 The leader’s army is three times powerful than your foe or better.
+2 The leader’s army is protected by major fortifications.
+2 The leader’s army is composed of troops that cause fear, and their foes are mostly mortal.
+1 to +4 Any additional beneficial surprises, tricks, advantages, or heroes’ bonuses.  This bonus should only apply in the round it occurs.

The leader with the highest total wins the round; ties are just that—ties.  You should narrate the action, covering the next round of the battle.

Modifiers
So how do you judge relative strengths between the armies?  Good question.  Compare numbers, types of troops, Attributes of the units, individuals who make up the types of troops, weapons, armor, and training.  The Imperial Praetorian Guards or a unit of massive elephants can probably handle three or four times their number in rank-and-file soldiers.  If such a battle, the abilities of the Guard outweigh the numbers of the soldiers, so no modifier would be applied.

Once you consider all those “power of army” things, recall that the storyline is paramount.  What do you think would make for a good tale?  All in all, there’s no need to sweat the exact decision made regarding relative strengths.  Make a call and move on.

For situation-specific modifiers, consider what’s different about the Battle Test for this round compared to any other.  Did the cavalry get into position to charge this round?  Are the front ranks in range of the catapults for the first time this round?  Is the final route of retreat cut off so the troops know it’s “kill or be killed time”?  These are the situations that call for special modifiers.

Finally, your judgment calls aren’t set in stone.  Assign modifiers, roll the dice, and see what the results are.  Next round, adjust your modifierdepending on new circumstances, your re-evaluation of the army strengths (taking into account casualties on both sides), or where you want the story to go.

Casualties
Now both sides make Constitution (not doubled) rolls for each type of troop in their force.  The side that lost the round subtracts two from each roll.  (Neither side suffers the penalty if the Battle Test was a tie.)

If a troop type fails its roll, it suffers 10% of its starting number in casualties (round normally).  If an army has 120 archers when it marched into battle, and it suffered 10% casualties, 12 archers become casualties that round and may no longer participate in the battle.  This 10% number remains constant even as the total fighting force decreases.  In subsequent rounds, 12 more archers are lost until there are none (but mostly likely someone will retreat before then).  Make sure you write down your different troop types and their starting number before you get to this step so there’s no “cheating.”

Remember that “casualties” means killed or wounded.  Some of those who took a dive might be just fine for the next battle—if there is one.

Retreat!
The final step is for the general who lost to check the morale of his troops.  He should make a Willpower roll.  His Willpower is doubled as long as he still has half his force left.  The moment it drops below that, he must roll Willpower without doubling.
Failure means his troops are ready to retreat.  The general can keep fighting, but his losses from this point on are doubled (20% per roll instead of 10%).  This often happens when troops can’t retreat—such as those who are surrounded in a castle or other fortifications.
Sign In