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House Rules.

Posted by The AdminFor group 0
The Admin
GM, 11 posts
Sat 31 Mar 2012
at 11:10
  • msg #1

House Rules

This game makes use of numerous altered or house rules to run, thse will be listed here

Altered/House rules Include

Use of health and Hit points:
1)damage applied to health not hit points except under certain conditions.
2)Hit point damage heals over time, however first aid, drug, and cybernetics allow character to temporarily restore hit point damage

Targeting Limbs and body locations allowed
1 may bypass or ignore armor depending on type worn
2) may disable or destroy limb or location
3) injuries and damage will affect targets abilities and combat potential

Altered Combat rolls:
 use of Weapons training, Or technique ranks as Base Attack Bonus: see notes

Changes to weapons and armor proficiencies
1) feats allow character to by weapons skill as class skills
2) without weapons training characters can not use special maneuvers techniques feats or talents with a weapon.
3)Only exoskeletons,hardsuits power armor, medium Mecha (new) require armor training.

Addition of Advanced Skills and techniques:see Advanced skills section

Altered Armor AC rules:
1) armor provides AC and Damage resistance.
2)can be bypassed by called shots
3)is damaged or broken by attacks
4)does not resist melee or heavy weapons as effectively; see notes

Altered weapons rules:
1)Weapons have unique abilities and limitation by type
2)Certain weapons ignore or reduce effectiveness of armor
3)Any weapon accuracy bonus requires character to use the weapons battle sights
4)Melee weapons more effective against modern armors
The Admin
GM, 12 posts
Sat 31 Mar 2012
at 11:31
  • msg #2

House Rules Hit Point's Helath Points and Healing

Health Vs Hit Point damage

Combat takes a toll on a person, a simple concept that most people understand. Bruising, burn, cuts and scrapes are unlikely to kill a person but eventually they wear the combatant down until he is no longer able to function.  On the other hand internal damage, broken bones, ruptured organs and tissue disruption can kill instantly or slowly over time. Sometimes without the person even realizing they are injured. To simulate the stress and injury of combat both hit points and health points are used.


Health Level ( HL, HLTH)
This is measure of a character or creatures ability to function despite minor injuries, exertion, pain or stress. Health points represent the bodies ability to absorb temporarily damage inflicted in combat. Temporary damage that damage taken in combat that is quickly and easily healed. When an individual takes health point damage beyond their current health points the fall unconscious, or into a semi conscious state.

Between 0 and -10 health a subject is semi conscious, able to see, hear and respond but unable to move or take any actions.

At -10 Health the subject is unconscious, unresponsive and completely unable to act in any manner or even remember what happened during his time unconscious. Character requires treat injury roll to revive. A Successful treat injury DC 15 restores character to one health point. Character must rest for 10 minutes before he can recover and additional health points naturally.

Healing and recovering Health Damage

Health Level damage can be healed with stimulants pain killers or simply taking a short rest. In combat a character can elect to recover health by “taking a Breather” while recovering he is flat footed, can not attack, take defensive action or perform any action other than speaking or making a spot or listen check. Any activity, or taking damage nullifies his recovery and he heals no health Points.

If a character is able to spend  a round recovering without interruption he heals 1d6+con bonus .

A treat injury check DC12 (no take 10 or 20) will restore (1d4+ rank in treat injury)  Health points to an individual. A character may perform a treat injury check on himself but suffers a -4 penalty to his check.

Treat injury check:
 A first aid kit, or med pack is required to perform this check, attempting it without adequate equipment only wastes time. A successful use of Treat Injury in the field restores health Point loss instead of actual Hit points. The damage is not removed or healed but the character or creature can temporarily ignore the effects of the injuries.  As per normal D20 rules a treat injury check DC 15 will restore some health points until the character or creature can rest or seek proper long term medical care.


Resting completely for 10 minutes restores all health points and removes any penalties incurred due to health point damage. Penalties for fatigue, exhaustion,  injuries, or HIT POINT damage may still be in effect

Effects of health point damage:
Taking a beating, getting hit in combat or suffering extreme pain reduces a characters ability to function.

No matter ho determined an individual is there is only so much any one can take and be unaffected. While certain factors, physical and mental toughness, experience, training, and sheer stubbornness can affect health points when a character is damaged he will feel the effects.

It is also true that feeling good affects your performance if current Health points exceeded maximum hit points the character may receive small bonuses and is general performing at his absolute maximum levels.

Health points           effects( all effect cumulative)
Maximum +10 or more     +1 to all attacks  initiative, saves, and skill checks. + 5 move
Maximum                 No affects
50% Maximum            -1 to all attacks  initiative, saves, and skill checks.
25% maximum             -2 to all attacks  initiative, saves, and skill checks. no move except walk
10% maximum             -4 to all attacks  initiative, saves, and skill checks. move ½ walk only
1 health point           unable to take any action, falls prone. crawl only

Healing Health Damage.
Rest for ten minutes restores full health points, as long as no serious injures exit the character is able to function normally.  While he may be tired, in pain or demoralized his ability to function is not seriously impacted.

Fast Heal.
The fast Heal ability or FX allows a character to recover lost health automatically. Each point of fast heal ability restores one point of health per round. If a character with fast heal attempts a recovery during combat he receives the normal amount of health restoration as well as 2x his fast heal recovery.

Massive Damage.
If a character takes more health damage than his Mass Threshold in a single attack, or half his health in a single round, he must make a Fort save or be knocked out until revived by another character. ( Full round action to revive a character or creature rendered unconscious by massive Health Point damage)

Non lethal damage.
If damaged by a non lethal attack doing more damage than his con score he must make a Fort save (DC 15 + 1 per point of Non lethal damage over his con) or be knocked unconscious for 1d4 rounds. If the save is successful then the damage has no effect. No lethal and subdual damage does not reduce current health Pints.

Creatures With No CON
Creatures without a Constitution stat do not have health Points they have only hit points. Attacks listed as non lethal or temporary damage have no effect on a creature or object which does not have a constitution stat.


HIT POINTS( HP )
This number represents a character ability to withstand serious injury, either accidental, or intentional. Damage to Hit points represents Internal damage, broken bones, organ damage and tissue disruption. When a character reaches zero hit points he is dying, when they reach -10 he us dead. If a character reaches negative Hit points equal to his maximum hit points he I permanently dead and can not be revived without extraordinary measures such as magic or some sort of advanced technology, cloning cybernetic reconstruction, etc…

Due to the shock pain and blood loss associated with physical damage any loss of hit points also reduces a character or creatures current Health Point by an amount equal to the hit points he has lost.

Treat Injury ( first aid) does not restore lost hit points, only long term medical care and rest will return lot hit points. until a character has recovered his lost Hit Points He suffers the penalties associated with the injuries.

Certain drugs, FX and abilities may allow a character to temporarily ignore penalties due to lost hit points but the damage he has taken is still there.

Hit points              Effects
( all effect cumulative, these modifiers are also cumulative with modifiers from health point damage)
Maximum                  No affects
50% Maximum          -1 to all attacks  initiative, saves, and skill checks.
25% maximum          -2 to all attacks  initiative, saves, and skill checks. no move except walk
10% maximum          -4 to all attacks  initiative, saves, and skill checks. move ½ walk only
1 hit point               unable to take any action, falls prone. crawl only

   


Hit points are always equal to the characters Con + 1d4 per character level. This reflects that experience harden the body and allows the character to withstand injuries that would kill mot common people. Feats class skills, or FX that boost hit points or heal them instead heal heath points unless otherwise indicated.

Massive Damage.
If a character takes more Hit point damage than his Mass Threshold in a single attack, or half his health in a single round, he must make a Fort Save or be reduced to -1 Hit point.

Unlike Health point damage Hit point damage is not healed by chemicals, techniques or FX that restore hit points unless specifically noted as doing so. Any item, chemical, FX or ability in the Normal D20 rules set, or any rules used with normal D20 rules set That heals hit point damage instead heals health point damage.

Healing Hit Point damage:
Proper medical care, surgery, and proper rest are the only things that truly cure Hit Point damage. While some drugs, and abilities may allow a character to ignore the effects of Hit Point loss the damage is still there and will be until healed by natural means.

Hit Point damage heals at 1 HP per 8 hours of rest, in a clean comfortable environment, or Characters con Mod per 24 hours of complete bed rest. Characters with a negative con mod recover 1 point per 24 hours of complete bed rest.


A person taking bed rest is assumed to have someone tending to his needs, and offering at least some care and cleaning of his wounds. Without any one tending to him a character only recovers ½ the normal hit points he would. This also applies to someone in poor, unsanitary conditions. A person who has neither heals only one hit point per 72 hours.


Characters receiving basic medical care  ( A character who is supplying long term care Treat injury DC 15) will recover x2 Hit point per period of rest. Characters receiving advanced medical care recover at x3 the rate of  a person with has no proper medical care.

Medical treatment of Hit point damage follows the normal rules for Treat Injury.  Although severity of wounds may require a surgery to fully heal a character. HOWEVER hit points restore in combat are only temporarily healed. The subject still needs bed rest or proper medical treatment or begin bed rest within 12 hours of Field treatment in order to permanently heal hit point damage.

If proper medical care is not received within 12 hours the Character must make a FORT save DC  15 every hour or suffer a relapse. All Hit point damage taken returns at a rate of 1d10-con mod per hour until he is given proper medical care or begins bed rest.

            REGENRATION:
True regeneration

is still in the realm of fantasy, regeneration does temporarily restore Hit point damage, but like field treatment it is only temporary. The regeneration ability is a natural or technological ability that allows a body to adapt and restore key systems close wounds, or stop bleeding. For short periods.  Once the character is out of combat he must receive medical treatment or begin bed rest within 12 hours or risk the same relapse as non regenerating characters.

Artificial regeneration any non innate form of regeneration does not add to natural regenerating abilities. Instead the character receives the greater of the two abilities. If a character is under the effects of two artificial forms of regeneration once again he only benefits from the better of the effects not both.

DEATH:

at -10 hit points the character dies,
this would normally end his career. However as long as the body has not been destroyed( reduced to negative hit points equal to con+con modifier)death is not always permanent . With advanced life saving equipment and medical facilities., dead patient can be resuscitated if he arrives at a hospital or medical facility in time.

During transport, or recovery of body,  blood flow and oxygen must be supplied to the brain my artificial means, CPR nano-machines, advanced trauma medicines etc. I life support ( treat injury DC20 ) is administered within the window of opportunity( 7 minutes plus con mod.)and sustained (additional treat injury DC 15 every 5 minutes) until the patient reaches a fully staffed and equipped medical facility. A character stands a good chance of being revived.

If transport is not immediately available some for of preservation or extend life uppermost be used. A patient in suspended animation may remain viable for a long as the system functions.

 without suspended animation the patient can be sustained by life support for up to his con in hours if a treat injury DC 15 check is made every hour by his care givers. Without life support the patient permanently loses 1 pt of con, Int, and Wis every 5 minutes, if any of these stats reaches zero the patient is beyond help and is permanently dead.


Reviving a dead patient
 is a significant challenge to a doctor, requiring a surgical bay, trauma facility and several trained assistants. The procedure requires 4-12  hours and  requires a successful surgery check. While taking ten is not an option, the doctor may receive assistance from his assistants, and  equipment bonuses from his facilities.

If he check is successful the patient is restored to -9 hit points and stabilized. At this point the patient may be treated normally. Often requiring a second surgery check to keep the patient from dying again the patient will require full life support for 24 +(3d6 minus con mod)hrs,, and will remain in a coma for 5d6 days.

While in a coma the patient can not be treated for any injuries. Each hour a Treat Injury Check DC15 must be passed by a trained caregiver or patient loses 1 hit point.

Characters who have died have all stats reduced to 1 and must heal stat damage as well as hit point damage before they are fully recovered. In addition the patient is exhausted for 1d10 days and are treated as fatigued for an additional (5d6-con mod) days.


Cybernetic reconstruction
Destruction of spine, torso, or major organs often means the character is no longer fit for a life of adventure. However critically injured patients can be reconstructed using cloned issue or cybernetic implants as needed. Replacement organs and limbs do not count toward the limit placed on implants however having your body completely replaced is a shock to the mind and psyche often seriously affecting any individual.

Having a complete reconstruction causes the loss of 3 levels. This does not mean the character loses any skills, attacks or abilities he previously learned. In order to advance in levels again the character must regain the experience for the lost levels before advancing again. He is reduced in XP to one exp above the total needed to gain his new level and does not gain another live until his exp reaches it’s former total.
The Admin
GM, 13 posts
Sat 31 Mar 2012
at 11:38
  • msg #3

Combat, armor, and weapons

COMBAT

Not Used:
Base Attack Bonus: replaced By weapons training (Base Attack Bonus = ranks in skill)

Additional attacks
Characters receive an additional attack every six  ranks. the base attack bonus for an additional attack is made as if the character had five fewer ranks in his weapons training.

Class Defense Bonus: No automatic level bonus for Defense




ALTERED RULES :
Weapons proficiencies: replaced by Weapons Training weapons proficiencies are used to gain new weapons training skills as class skills. each weapons proficiency feat allows a character to gain an additional weapons skill as a class cost skill.

Armor Proficiencies: replaced By Armor Training armor proficiency is used to gain armor training as a class skill.

Feats: Armor Proficiency:  Not used. If the GM wishes he may use armor training I place, selecting an armor proficiency feat of any kind grants Armor training as a class skill. Modern armors tend to e much lighter and better designed than archaic armors, little real skill is needed to move in them since most are not much heavier a leather jacket.

Armor training
equipment such as power armor, and hardsuits( medium Mecha,) use armor training in place pilot/drive and vehicle/armor operations feats. any skill that would require a pilot/drive check or reflex save when piloting Powered armor or Mecha is replaced by the wearers Armor training skill.


Combat Sequence

Announce use of Action or Mastery points, special attacks, Called Shots or techniques
Roll Initiative
Announce and resolve any pre attack skill checks
Announce any Movement or Movement actions
Announce the use of any Power, ability, technique or skill
Announce Attacks Or intent to hold action, including any action or event that will cause you to take action
resolve Skill checks or saves for intended actions.
Roll to hit  ( To Hit = Ranks In weapons Training + Dex + Modifiers +1d20 )
Roll to confirm Critical Hit ( If needed)
Roll Damage
Resolve Movement, damage effects, or full round actions
End Round
for RPOL, rolls must be made in order as listed in combat sequence

For RPOL GM will make rolls, if specifically requested to.  allow player to make rolls
I
The player will  make an extra roll if he intends to use an action point, or mastery point filling the REASON slot in with his pre initiative actions, if too long he will simply inert “Pre-initiative and send the GM a PM before rolling any other rolls.

This is not due to any mistrust of the players it is more to ensure that everyone knows all actions are being handled without meta-gaming we all know someone out there will have the following moment “ Hey I made my crit…Hmm lets see if I … spend an action point, invoke this technique….., and wow…He’s toast.”

 We are all adult and I trust players greatly, but I also know sometimes people get tempted, SOOOO I am taking it out of the mix. Ahead of time

Defensive Bonus. For three ranks in combat Mastery the Character gains +1 to his Defensive Bonus this is a dodge bonus so it stacks with everything else.  Yes I know you cant dodge a bullet, but you can do your best to not be where the other guy sends it to.

For those who notice this takes away from the fast character classes… Remember everyone loses the class Defensive bonus and their base attack bonus so it averages out.

Critical hits: critical Hits bypass armor dealing damage directly to the creature. Even if the critical hit Is not confirmed the target receives NO equipment based damage resistance.

 If a critical hit is confirmed the attacker has the option of:
A)Dealing damage directly to the target or dealing the weapons BASE damage ( rolled damage+ any stat modifiers) directly to the targets hit points.
OR
B)dealing rolled damage x critical multiplier to the target as per normal rules ( DR applied to damage)

In some cases it might be better jut to deal Normal damage to the target in others going after the creatures hit points might be a better idea. Especially against creatures with abilities or techniques that heal or ignore health damage.

Armor:
As an alternate in this game armor provides both DC, in reduced levels, And Damage reduction. This is to reflect that armor ends to blunt damage and disperse energy fro incoming attacks as well as block or deflect completely some attacks.

 Use of the listed armors for this game is suggested, the GM should allow the use of other types( from published or kit bashed sources)  if he wishes. altering their statistics to the nearest type of armor listed but allowing any special qualities or abilities the armor would grant under normal rules. ( such as boost armor, land warrior armor, etc…from D20 future or future tech)

Armor Class

All armor, even a leather jacket has some part, or portion that will turn a blade, deflect a bullet slightly or hopefully soak up the impact of a hit. This is the source of Armors AC it makes it harder to actually get the chance to inflict damage on an individual.

Normally, except for barriers and shields equipment based AC doe not stack. If you are wearing a bullet proof vest under a suit of powered armor and the round mange to hit a portion of the armor which is not strong enough to stop the attack completely it is unlikely that your bullet proof vest will fare much better since it tends to cover the same area as the powered armor does only not as completely.

Damage Resistance:
As with Armor class Damage Resistance does not add up or stack instead the best of the two  levels are applied to the damage rolled against the character. However if more than one suit is worn the character will receive a 1/4 the DR of the lighter set of armor  but has to endure the penalties for wearing both suits of armor  no more than two sets of armor can be worn at one time.

Natural Damage resistance: natural DR is applied directly to any damage that penetrates to the character, through armor, defenses or spells. It is always applied last and separately to any damage dealt to the player ( after all other forms of DR) If an attack has to deal damage directly to the character to trigger a secondary effect, or deal alternate damage to the target it is considered successful if it makes it to the characters natural DR...


NOTE: armor vs. Melee weapons, and unarmed attacks:           .
 Since most modern armor is optimized to protect from projectile and energy weapon it is somewhat vulnerable to hand to hand and Melee weapons.

When in hand to hand combat against an armed or unarmed opponent a character wearing modern armor  receive only the equipment Bonus to His AC or Defense, and a equipment based Damage reduction of  2pts.vs. slashing and piercing weapons, and a DR of 4 vs. bludgeoning and concussion melee weapons. Against energy based Melee weapons the character receives half the armors equipment based DR.

Archaic armor grants it’s full DR against melee and unarmed attack but grants only a +2 DR vs. projectile or energy weapons.

The only exceptions to this rule are Hardsuits, exoskeletons, and powered armor. These armors use much heavier materials and are generally rigid enough to deflect of absorb the damage of a melee or unarmed attack.

Helmets Boots, gloves, Inserts.
Certain pieces of equipment provide extra Dr to one location, such as the head feet or hands.  If an attack strikes, or is directed at one of these location the add on's Dr is applied to the attack. If a protective add on adds a AC bonus it is only against attacks directed at the location it covers. Which means it I only applied versus random location attacks, attacks that affect a specific location,  or targeted attacks to the body location covered by the item.

Partial and total armor coverage:
Unless specified all armor is only partially covering. If a critical hit is rolled then by some freak of chance the attack bypasses the armor and strikes the character dead on, with no equipment based DR being applied.

Armor is bypassed on a critical threat, whether or not the attack is a confirmed critical If the threat is confirmed the damage is multiplied as normal but the target receives no equipment based Dr against it. This fact makes a confirmed critical hit even more deadly in most cases.

Bypassing armor:

To bypass Partial armor the attacker must

  • 1) make a successful spot check to locate a weak spot in the armor. This is modified by range and has a DC of 10+ (equipment AC bonus granted by armor, I attacking a creature with a natural AC onus then the creatures Natural AC modifier is used.), obvious openings like no helmet, arm guards etc.. may not require a spot check, at the GMs discretion.
  • 2) called shot to target. (see attacking Limbs and body parts for details on this) this attack is a full round action and decreases his initiative by -4
  • 3) if the target is aware of someone targeting an exposed area he can force an opposed Reflex save to twist urn or duck throwing of the attackers aim. If he is successful he hot is spoiled and resolved as a normal attack. If he exceeds the attackers save by +5 pts the shot automatically misses. If he rolls a critical failure he has seriously blundered creating a critical hit opportunity for the attacker


If the above steps are followed and the attack is successful the attack strikes a  soft spot in the armor. The attack is modified by ½ the normal DR or the DR of the targeted body location whichever is lower.

Note attacking a vehicle, robot or Mecha with partial armor is also possible, the check to locate the weak point in the armor has a DC equal to 10 plus any defense or AC bonus the vehicle, robot, or Mecha grants.

Damaging Armor
Each time an attack deals damage greater than the DR of a set of armor it must make a FORT save DC ( Damage that penetrated +8 ) if it fails it loses one point of  AC and two Points Of DR.

if AC is reduced to zero the armor is broken, all maneuver penalties are doubled and the wearer is at -2 to his attacks until the armor is repaired or removed.

Armor Up Keep: If worn regularly armor requires frequent repair and maintenance to remain in functioning order. Each weak the armor is worn, or after each combat at Repair check DC 12 must be made.  If this is not done then the armor loses 1 point AC. If this reduces it’ AC to Zero then the armor is broken.



WEAPONS:
Weapon are the primary means civilized species use to kill one another, and acquire things they want from people who don’t want to give them up. However weapons are also used  to keep equally civilized creatures from killing and taking what they want regardless of objections. Occasionally an animal, monster, or ichor dripping monstrosity will get in on the killing and find itself on the receiving end of a weapon.  And in a pinch a weapon can put food on the table or provide a warm fur or hide to keep you warm.

No matter what the purpose of a weapon they have a few thing in common. One they do damage, two they require some skill to use properly, and three they need care and maintenance whether being used or just hung over the mantle or tossed in a drawer next to the bed.

Weapons reliability Mechanical weapons, ( any weapon with movable parts, string, chains, or hinges etc..) are prone to malfunction at the most inconvenient times. on any dice roll that results in a natural one being rolled a weapon malfunctions, jams, the string slips, chains tangle, or some other minor mishap. this requires a full round action to correct or a move action with a repair check DC 10( untrained) if the character has training in the weapon being used.
  HOWEVER: if a weapons is unreliable,unstable, or poor manufacture the weapon may be subject to further problems in addition to jamming.
Weapons Upkeep: If used regularly weapons requires frequent repair and maintenance to remain in functioning order. Each time a weapon is used,  DC 12 must be made.  if it fails this save the weapons fumble range increases by 1 point,( from a natural 1 to a natural 1, or 2 for example) if a fumble occurs due to the poor condition of the weapon it is considered damaged, jammed, or other wise faulty, and must be repaired before it is used again.


The Admin
GM, 14 posts
Sat 31 Mar 2012
at 11:43
  • msg #4

Re: Combat, Disabling and targeting limbs

Attacking and disabling limbs

While usually the objective of an attack is to inflict sufficient damage to a target to knock them out or kill them. Occasionally a combatant will choose to disable a limb. Or the attack options are restricted by heavy armor cover, or natural defenses. Making a called shot against a specific location in combat is demanding, It requires careful aim, and an considerable skill. called shots are not without drawbacks, they tend to leave the attacker more vulnerable to attack and slows down his reaction times, due to his need to concentrate on his target.

To target a Location the attacker must make a called shot -4 (with an additional modifier for the target limbs size)

Head                                   two size categories smaller than creature
Arm or leg                             one size category smaller than creature
Torso                                  same size category
Vitals( groin, throat, face, hand)     three size categories  smaller than target.

For medium creatures
Head         tiny       -2 to attack( total -6)
Arm/leg      Small      -1 to attack( total -5)
Torso        medium     -0 to attack( total -4)
Vitals       diminutive -4 to attack( total -8)
The attack imposes a -1 Ac penalty, as well as a -4 penalty to initiative.

Disabling a specific limb is easier than disabling a creature, so limbs have hit points and health points separate from the creature.

Head                                      20% total hit points/health
Arm or leg                                40% total hit points/health
Torso                                     60% total Hit points/ health
 groin, throat, face, hand                10% total hit points/health

When reduced to 0 health a limb is disabled, when reduced to  zero hit points a limb is broken if reduced to -10 hit points the limb is crippled. If reduced to a negative number equal to it’s hit points the limb is destroyed.

Effects of disabling/breaking/crippling

Head: Disabled Fort save DC 15 or unconscious. -6 attacks, -4 Int, Wis, charisma.
          Crippled For save DC 12 or dying, if succeeds character is unconscious until healed by surgery.
          Destroyed Dead, dead, very dead. Can not be resuscitated

Arm/ hand: (successful attack requires target to save reflex Dc 14 or drop held items)
Disabled :    -4 to strength dex with that limb, -4 to attacks and -10 to skills with that arm/hand
Crippled:     No attacks skills with that limb, any use of limb causes 1Hit point damage, requires surgery
Destroyed:   Limb must be replaced with prosthetic or cybernetic

Leg Foot:
Disabled:  Move halved, no run -4 to reflex saves ( both disabled ¼ move walk only)
Crippled: Move reduced to ¼  -6 to ref saves Doth crippled (crawl only) requires surgery
Destroyed: As crippled but limb must be replaced with prosthetic or cybernetic

Eye
disabled: -1 to attacks -2 to skills requiring vision if both disabled Blind
Crippled same as disabled requires surgery to repair.
Destroyed: same as disabled but eyes must be replaced with cybernetic to correct.

Face:
Disabled: same as blind, can not speak clearly, difficult eating save vs. Knockout DC damage taken
Crippled: same as blind, can not speak, must be fed intravenously, fort save DC (damage taken, failure indicates 1pt Cha damage)vs. Knockout DC damage taken

Destroyed same as crippled but requires reconstructive surgery and replacement of  1d3 -1 eye(s)

Throat/neck
Disabled: can not speak difficulty breathing exhausted.
Crippled: can not breath on own, or speak. fort save 14 or paralyzed requires surgery.
Destroyed: paralyzed, dying. Fort save DC 16 or paralyzed permanently, requires 1d4 surgeries.

Torso:
Disabled: fatigued, no run
Crippled exhausted, walk only ½ move, -4 fort saves, requires 1d4 surgeries
Destroyed: Fort save Dc (damage taken) or dying, requires replacement of 1d4 organs.  Fort save DC 14 or lose 1pt con.

Groin
Disabled 1/2 move. no run, exhausted (male fort save dc 12 or temporarily sterile)
Crippled: crawl only no run, disabled, save DC 14 or sterile, requires surgery
Destroyed: immobile, sterile, requires surgery.
 ( males witnessing repeated groin shots to e offensive and uncivilized)
The Admin
GM, 15 posts
Sat 31 Mar 2012
at 11:58
  • msg #5

Re: Combat, Enhanced combat maneuvers. Ranged

Combat rules:

Any individual who does not have ranks in weapons ( or unarmed) may attack with a weapon or unarmed  However they may not use any feat, talent, or combat maneuver other than a simple attack, or those specifically noted as be available to untrained characters.

Using only their dexterity or strength modifier +1d20, However they do not receive any equipment modifiers for weapon or other devices they posses) they may receive situational modifiers but no

Characters with ranks in weapons or unarmed combat may use feats and talents normally and execute combat maneuvers. They receive modifiers for equipment or devices they have equipped as well as any maneuver or situational modifiers they are entitled to.


Power techniques used with weapons: When using a skill or technique in conjunction with a weapon or unarmed attack they must have ranks equal to those the ranks of the power they wish to use. Ranks spent in mutations and evolutions are not considered only ranks used to gain levels in a skill or power. (bonuses they would be entitled to if using the weapon only are added to any attack roll made using  skill or technique.)

Movement and attacking; Unlike many versions of  D20 a character can fire on the move or move before and after an attack. However this decreases their accuracy when attempting moving fire. They suffer a -2 penalty to attack when walking, -4 to attack when jogging and -8 to attack when running. Firing at a full sprint has a -12 penalty to attacks., making hitting unlikely but leaving the chance of a lucky hit open.


Combat Maneuvers
Burst Fire:
As per the three round burst rules for D20. However this attack does not rewuire a feat to perfrom. However it is available to trained characters only and still imposses a penalty to the attack roll.

the Burst fire Feat grants a +3 bonus to the attack roll partially negating the penalty for the attack.




Double tap
As per the three Double tap rules for D20. However this attack does not require a feat to perfrom. However it is available to trained characters only and still imposses a penalty to the attack roll.

the Double tap Feat grants a +3 bonus to the attack roll partially negating the penalty for the attack.




Shouldering a weapon: to use the sights or optics mounted on a weapon the weapon must be shouldered( the butt stock placed against or over the shoulder), or gripped in a firm two hand grip at eye level for pistols.



 Shouldering a weapon is a move action, once shouldered the weapon remains shouldered until lowered or the character must make a reflex save or physical skill check which requires him to lower ( running, jumping, swimming, climbing etc…) Maintaining the weapon in the shouldered position does not require any use of actions after the initial move action but it does limit the character to a jog, while the weapon is shouldered.

While the weapon is shouldered the character suffers no penalties to spot, or saves, however if using  an optical device, or using telescopic sights mounted on a shouldered weapon he loses his peripheral vision and can not easily track actions around his through the sights imposing a -2 to initiative, and a -1 to his defensive bonus, as well as a -2 to spot and reflex save rolls.  ( the gm should ensue that all players understand the penalties, and all Players should specify whether they are using the device or keeping their heads up to spot possible threats. )

Switching from heads up to  ‘sighting” is free action but it must be declared, and imposes a -2 to initiative, in addition to the normal penalties for using a sighting system. witching from Sighting to “heads up” is a free action and removes penalties fro spot and save checks. ( going heads up is not an instant action, so staying sighted until the character is attack then going heads up to make the save is not allowed, and shifting back and forth every few seconds should be discouraged, strongly.)

A character can not move faster than a jog while shouldering a weapon. If he moves faster than a jog the weapon is no longer considered shouldered and must be re-shouldered.


NOTE:  Shouldering a weapon is not compatible with abilities feats, or powers that require acting quickly in a dynamic situation, however it does stack with feats, powers or abilities that increase the effectiveness of,  or require carefully aimed attacks.

Shouldering
Time: move action
AoO: yes
Concentration: Special
Effect: allows use of optics and sights, imposes -1 defensive bonus, -2 spot and reflex save, initiative penalties.


 Snap shooting: is firing fro the hip with minimal concern for accuracy in a fight. This s is faster than a standard attack (increases initiative by 2 points) but reduces his attack bonus by 2 pts. a snap shot does not allow the use of sights or feats that require some sort of aimed or  directed attacks. However it does stack with abilities or powers that increase initiative with modifiers and penalties stacking.

Snap Shot
Time: combined with attack action
AoO: yes
Concentration: Special
Effect:
Initiative +2
Attack -2
No sight use



Controlled fire is the exact opposite of snap shooting, it requires a weapon with sights or some form of targeting system, that the rifle be shouldered or one hand weapons be held in a two hand grip. ( shouldering a weapon is a move action but carries over until the weapon is lowered, after it is shouldered maintaining it in a shouldered position is a free action and must be declared each round ) when using controlled fire the characters initiative is decreased by 4 pts, but he receives a +2 to his attack bonus..

Note: engaging in hand to hand combat or making a saving throw forces the character to lower his weapon requiring his to re-shoulder the weapon.

Note: Not compatible with feats powers and abilities that require rapid reactions in a dynamic situation. However it combines and stacks with eats or abilities that require careful air and or precision attacks.

Controlled Fire
Time: combined with attack action
AoO: yes
Concentration: Special
Effect:
Initiative -4
Attack +2
May use sights and equipment attached to weapon.



Aimed fire: follows normal aiming rules as in Modern D20.



Indirect fire: a ranged weapon can be fired at a target out of the characters line of sight if their is no overhead obstructions and he has a weapon capable of firing in a high arc over terrain. ( grenades, mortars, rockets, etc...) This is difficult and inaccurate ( -8 to attack without a spotter, misses deviate as per scatter rules)

Without a spotter Or some other form of targeting an attacker is forced to attack a designated area, and can not effectively allow for the movement of targets he is trying to strike.( the attacker simply tosses rounds into the area and hopes one of them hits something. however any character creature or object entering an area under indirect fire runs the risk of being hit by the attacks.)

single round is unlikely to inflict any damage unless it is an explosive or other area affect attacks.( single( non area affect or splash) shots are 50% likely to miss even if the attack roll is successful.

Burst fire, or full auto weapons can be used indirectly to attack a given area ( normal penalties for auto fire apply, and successful attack roll vs Defense 10 is required to hit the area.)

Spotters may direct indirect fire reducing the penalties to -4 and allowing the attacker to correct his aim point to follow targets movements. In rounds following the initial attack the attacker can correct his aim point and attempt to strike the target again.

Ranging Shots A character can attempt to reduce attack penalties due to range by firing a ranging shot trying to determine the range to his target.

A specified attacker fires his weapon at a target if he hits the target then all subsequent attacks versus that target are made with a 2pt reduction in range penalties. If he misses the penalty is still reduced by 1pt.

An attacker can fire as many ranging shots as he desires but the maximum reduction of range penalties is 2pts.

NOTE:  Only ballistic weapons that are effected by range mods can be used for ranging shots, guided weapons, and or energy weapons are not valid types for ranging shot attempts.


Range finding A character equipped with a rangefinder may take a full round action to determine the distance of a target and relay this to any allies. this imparts a 2pt reduction in range penalties, which does not stack with ranging shots.




Melee Options: 
The Admin
GM, 16 posts
Sat 31 Mar 2012
at 12:05
  • msg #6

Re: Combat, Enhanced combat maneuvers. Unarmed/Melle

Basic Unarmed Attack
these attacks can be executed by any character even without unarmed combat traing. However these attacks will provoke an attack of opurtuity as per normal unarmed combat rule unless the character has ranks in unarmed combat training.

Strike the standard kick or punch used for dealing damage balancing offensive power, accuracy and defense. Strikes offer no advantage or disadvantage in combat.

Kick: a more powerful kick than the standard strike. The kick allows the combatant to deliver mre power with greater range than a standard strike however it costs mobility limiting him to a 5ft free step when delivering a Kick.
 Practitioner add 1.5 times his strength modifier and 1 pt per level of technique to his kicks damage. 5ft move only

Haymaker: a massive all or nothing attack it is slow, inaccurate but packs an impressive punch. The character educes his initiative 4 pts, and his attack bonus 4 pts to deliver and extra die of damage with his attack. He may spend one action point to double the damage but this reduces his initiative to 1 and imposes and additional -2 to his attack.

This is an attack best suited for easy to hit, dazed or stunned targets. This attack can be combined with a power attack, but the characters attack bonus may become a negative number f he tries to get too much power out of his punch.

Block: a martial artist may use an attack action if he has one readied or if he has nt attacked yet. He makes an opposed attack roll with a -2 penalty, if he rolls equal to or higher than the incoming attack the attack is locked and deals no damage. Blocking an armed attack unarmed may cause injury to the hand or arm. Wearing some form of armor over the hand and forearm protect the hands otherwise half the attacks damage is dealt to the blocking limb, if can not be used with other maneuvers other than  Shields can be used to block an attack gaining a +4 to the opposed attack roll.

Trained Unarmed attacks ( Martial Arts)
Martial arts are refined hand to hand combat techniques developed over generations or even centuries. Like all combat skills martial arts require focus dedication and strong mental discipline to master. When the martial artist reaches the stage of master he is truly a force to be reckoned with and may become legend long after his death.

Martial arts attacks allow a wide range of maneuvers no matter what the art, while some focus on specific maneuvers and attacks others are flexible and have little form or structure. In either case they can provide a great advantage in up-close and personal combat.

Martial arts maneuvers: Usable by anyone with Weapons Training: Unarmed


Bind,
entangle. This maneuver allows an opposed attack roll between combatants, the attacker ( the person attempting to bind or entangle) suffers a -4 to his roll. if the attackers roll is higher the defenders weapon or limb is entangled and can not be used until he succeeds in an opposed roll using strength, dexterity, or escape artist to free his weapon.

Of course the target could simply drop the bound weapon, and is free to attack with his off hand weapon.

 Flexible weapons do not suffer the -4 to the opposed roll, such items as a cloak, jacket, or even a blanket can be used to bind a weapon.

If successfully bound or entangled the next round the attacker can attempt a disarm, if he fails he can not be disarmed in return instead the opponents weapon is automatically freed.


Defensive strike: the character favors caution over dealing damage allowing him to drop 1pt of his attack damage, per 4 ranks of his unarmed training skill, to increase his dodge bonus.

defensvie strike can only be combined with fighting defensively, but not totaly defensive.

Lightening Strike: a quick precise punch usually used to deliver damage faster than the enemy can respond: reduces damage by 2pt but increases initiative by 2pts.

Sacrifice strike: the character sacrifices his safety to land the strike, or deal more damage: he may reduce his AC 1 pt per  4 ranks in Unamrmed training,, to increase his damage, or attack roll. This can be used in conjunction with a power attack.


Spinning backhand/slash: a viscous punch that adds the power of the characters movement to the attack, it increases damage by +4 but reduces his AC and initiative by 2 pts each. Using a spinning backhand requires he use of 5ft of movement. Although the character does not move the momentum is used to power the punch. may be used with a power attack

Spinning kick: the same as a spinning backhand but used with a kick. The kick requires that the practitioner can not move and des not receive his 5ft free move. May be combined with a power attack

Snap Kick/lightening strike: a quick precise kick usually used to deliver damage faster than the enemy can respond: reduces damage by 2pt but increases initiative by 2pts.


Defensive Maneuvers
Parry: the defender elects to deduct from his attack bonus up to 1 per thee ranks in his unarmed training. this is applied as a negative modifier to a number of attacks equal to the number of attacks the defender has  per round.
Movement Maneuvers

Close: combined with a 5 ft move this is an attempt to get in close to an opponent usually as a preface to another attack r maneuver. If the character succeeds in an opposed reflex save, or a tumbling check DC (opponents reflex save, or tumbling check.) he steps into the opposing characters fighting space, this imposes a -4 on any weapon other than a light weapon.

 Characters of a size category smaller than the creature or character they are trying to close with receive their size modifier as a bonus to their rolls to close.

If a creature two size categories smaller than its opponent closes the larger creature can not attack with any attack other than a natural or unarmed attack.

a character can only attempt to close with a single opponant and may.


Evade: requring a 5ft move and using his agility a defender attempts to stay just out of reach of his attacker. If he succeeds and an opposed reflex, or tumbling check vs. reflex save, he stays jut out of reach and can not be attacked hand to hand or with a melee weapon. If flanked or surrounded the defender suffers a -4 to his rolls per person he is being attacked by.

a character may only attempt to evade a single opponant per round. and He may not attack a target he is evading unless he has a reach or ranged weapon ready.




Miscilaneous ManeuversDisplay:
a martial artist attempts to impress frighten or intimidate an opponent or spectator.  this is a full round action and may not be used once combat has began. to be used there must be a line of sight, and the character must be able to move freely.
Uses:
Intimidate: to use for intimidation purposes the Target(s) must make an opposed will save v the characters skill check (Ranks in unarmed training+charisma+1d20) if  the will save is failed the viewer is shaken and fights at -2 o hit and damage for 1d4 rounds.

 Impress or entertain: treat the characters Skill check  (Ranks in unarmed training+charisma+1d20) as a perform check, using the perform skill descriptions to determine the results of his display.

Opposed displays: if agreed upon by all characters two or more martial artists may make a technique check comparing results. The highest total check is considered the winner of the contest.
All contestants must accept the outcome or face ridicule and or hostility by the spectators. If the loser of a display contest attacks any participant that rolled a higher check than his, he is at -2 to attack and damage if he fights them within 24 hrs of the contest.

A successful perform or intimidate check dc 12 grants a +2 synergy bonus to a display check.

Mental duel "Stare Down" : a staple of samurai/martial arts movies and westerns, the Psychic duel is a test of wills where each contestant sizes up the other using his knowledge of skills and techniques to determine the others competence.  The contestants must be willing to engage in a psychic duel and are bound to the results.

Unlike a display neither contestant moves or takes any action, instead they watch and study their opponent. After 1d4 minutes they make an opposed Skill check ( ranks in unarmed training+ charisma Modifier)  check the contestant with the higher roll gains a +2 competence bonus against the losers, or losers in any combat within the next 24 hrs.

A opposed sense Motive vs Bluff Check may be made to add a +2 synergy bonus to the characters roll

An opposed Bluff vs Sense Motive check may add a +2 synergy Bonus to the characters roll

If agreed to ahead of time any conditions, requirements or penalties that were agreed on must be adhered to as a matter of honor. Failing to live up to the agreements of a psychic duel can have serious consequences in certain circumstances and will definitely affect a characters reputation in a negative manner.
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