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Quick Reference.

Posted by GMFor group 0
GM
GM, 2 posts
Sat 25 Aug 2018
at 15:39
  • msg #1

Quick Reference

QUICK REFERENCE SHEET: COMBAT ACTIONS & STUNTS
BASIC TEST FORMULA: 3d6 + Ability Score + Focus Bonus (+2) vs. Target Number
You can take a major action and a minor action, or two minor actions on your turn
MAJOR ACTIONS
MELEE ATTACK: You attack an enemy within 2 meters of you in hand-to-hand combat.
RANGED ATTACK: You attack an enemy by firing or throwing a ranged weapon.
RUN/CHASE:  You travel up to double your Speed in meters. You must already be in a standing position to do this. If you are running after someone who is also using this action, or they are running after you, you have a chase on your hands. This requires an advanced TN 13 Constitution (Running) test from each participant. Track accumulated points from the Drama Die for each roll. The character with the highest Speed adds +1 on top of the Drama Die result for each successful test. The first character to hit 10 accumulated points in an indoor or urban area, or 15 points in an outdoor or suburban area, may choose to end the chase, either escaping or catching their quarry. If two people in a chase are within 2 points of each other, they are virtually neck and neck. Vehicles and mounts may also be involved in chases, though they use their own ability focuses and get bonuses against slower participants.
DEFEND: You gain a +2 bonus to your Defense until the beginning of your next turn.
MINOR ACTIONS
AIM: You carefully plan your next strike. If your next action is a melee attack or ranged attack (even on your next turn), you gain a +1 bonus on that attack roll.
MOVE:  You move up to your Speed in meters. If you limit your travel to half your Speed, you can also drop Prone, stand up, or mount or dismount a mount or vehicle as part of your Move.
PREPARE:  When you take this action, you postpone your major action. You declare one major action and your choice to Prepare it. After you do so, the next person in the initiative order acts, and so on, but at any time until the beginning of your next turn, you can interrupt another character and take your prepared action immediately. If you don’t use the prepared action by your next turn, you lose it.
READY: You draw a weapon, pull out a tool, or otherwise get ready to use some stowed item on your person. As part of this action, you can also put away something you already had in hand.
GENERAL COMBAT STUNTS
SP COSTSTUNT
1-3Duck and Weave:  Gain +1 to Defense per SP spent until the beginning of your next turn.
1+Skirmish: Move yourself or your attack’s target 2 meters in any direction for each 1 SP you spend; you can choose Skirmish more than once per turn.
2Double-Team: Choose one ally to make an immediate attack on your target, who must be within range and sight of the ally. Your ally must have a ranged weapon to attack at range.
2Knock Prone:  Knock your enemy Prone. Melee attacks against a Prone foe gain a +1, but ranged attacks against a Prone foe suffer a -1.
2Taunt: Roll Communication (Deception) vs. Willpower (Self-Discipline) against any target within 10 meters of you; if you win, they must attack or oppose you in some way on their next turn.
2Vicious Blow: Inflict an extra 1d6 damage on this attack.
3Blockade: Move up to 3 meters to position yourself between a foe and something or someone else. Until the beginning of your next turn, that foe must succeed at a minor action Dexterity (Acrobatics) or Strength (Might) test vs. your Defense to reach whatever or whoever you’re protecting.
3Lightning Attack:  Make a second attack against the same target or a different one within range and sight; you must have a ranged weapon to attack at range.
3Shock and Awe:  When you succeed at a non-attack physical feat or take an opponent out, anyone who witnesses it rolls Willpower (Courage) or (Morale) vs. your Strength (Intimidation). If you win, they suffer a -1 to the next opposed roll they make against you, or a -1 to their Defense vs. your next attack against them, whichever comes first.
4Seize the Initiative:  Move to the top of the initiative order until someone else seizes the initiative. You may get to take another turn before some others act again.
EXPLORATION STUNTS
SP COSTSTUNT
1-3When a Plan Comes Together: You reveal that this test was part of your plan all along, granting a bonus equal to SP spent on one ally’s next test during the same encounter to accomplish the same goal. You must make this decision before the ally rolls.
2Speed Demon: You complete your test in half the time it would otherwise take.
3The Upper Hand: If your success leads to combat within a moment or two, you receive a +3 on your initiative roll.
4With a Flourish:   You impress everyone who watches you with your showmanship. Gain a +1 to opposed tests against them for the rest of the encounter.
SOCIAL STUNTS
SP COSTSTUNT
1-3Impress: Gain a +1 per SP spent to your next social test against the same target as this test during this encounter.
2And Another Thing: Make a second, related test as part of your action, before anyone else has a chance to respond or make any tests of their own.
2Hidden Message: Your words convey a different message to one person than to everyone else who hears them; the character you choose is the only one who can decipher your true meaning.
3Objection!: You step in on someone else’s behalf. Another character in the scene may use your ability + focus instead of their own next time they oppose a test during this encounter.
4Class Clown: Your words lighten the mood, imposing a –2 penalty to all enemies’ initiative rolls if a fight breaks out during this encounter.

This message was last edited by the GM at 02:13, Fri 14 Sept 2018.
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