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19:35, 19th April 2024 (GMT+0)

Sistema.

Posted by YggieFor group 0
Yggie
GM, 6 posts
Mon 3 Feb 2020
at 22:50
  • 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.


This message was last edited by the GM at 15:53, Wed 11 Mar 2020.
Yggie
GM, 7 posts
Mon 3 Feb 2020
at 23:40
  • 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.


This message was last edited by the GM at 22:14, Sun 05 Apr 2020.
Yggie
GM, 8 posts
Mon 3 Feb 2020
at 23:46
  • 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.
  • Bullet Damage: Bullets do ugly things to most things they encounter. They mostly work like Slash/stab attacks, doubling base damage after adding Success Levels. Some critters take very little damage from bullets though. Bulletproof vests are very good against Bullet damage, but not so good against Slash/stab attacks.
  • 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.


MOUNTED COMBAT
The rider can attack or direct the mount to attack in a Turn. This assumes that the mount is the attacking-on-command type (a warhorse or a demon). If the rider directs the mount to attack, he has to pull off a Riding roll (this is considered part of the mounts attack and doesn’t count as a multiple action). If he fails, the mount ignores him unless attacked itself. If the rider wants to both attack and direct his mount, he suffers multiple actions penalties.

Both the rider and the mount get to defend once per Turn (without suffering multiple action penal- ties) but they suffer a –1 penalty each (one may be dodging one way and the other the other way). The rider can work with his mount to defend against one single attack but has to make a Beasts roll. If he succeeds, no penalty is applied to the defense roll.

If the rider has a weapon with some reach (swords, axes, spears, etc., no daggers or punches) and is attacking someone not mounted nearby, he gets a height advantage: +3 to the attack and +1 to his effective Strength for damage purposes. A rider may not use a two-handed weapon. Also, ranged weapon attack rolls are much harder from on top a mount: –1 to –4 depending on how fast the mount is moving and how uneven the ground is. Attacking up at a mounted rider imposes a –3 attack penalty unless the ground-pounder has a pole arm. In that case, the rider must close with the pole arm wielder using a Dexterity and Beasts roll against the stander’s Dexterity (doubled) or Dexterity and Atheltics roll. If the rider fails, only the pole armer may attack. This is how several ground troopers can beat a rider. Unless the knight simply rides away and comes back with a lance charge, that is. Even then, a set pole arm attack gets initiative against a mounted charge. Without pole arms, the footman’s best bet is getting a bunch of buddies and Grappling the rider to the ground.

If both combatants are mounted, combat works as normal—rider vs. rider. Knights with a modicum of self-respect didn’t attack mounts but you never can tell with EVIL. Obviously, whoever or whatever is being attacked rolls for defense.

Jousting involves galloping full speed toward each other all the while pointing lances in menacing ways. It’s pretty serious stuff as a measure of manliness. As a measure of sanity, it’s right after taking a bath with a toaster. Dodging isn’t an option in a joust; best have a shield (the bigger, the better) and good parry skills.

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 20:34, Thu 26 Mar 2020.
Yggie
GM, 9 posts
Mon 3 Feb 2020
at 23:48
  • msg #4

Dano & recuperação

Dano até metade do total de LP totais do personagem são superficiais – hematomas, pequenos cortes e torsões, que são dolorosos, mas não ameaças à vida. Acima disso, o perosnagem 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).

Survival Tests and High Life Point Pools: The rules above are meant for normal humans and humanoids with Life Point pools below 100. Characters with hundreds of Life Points should not be in danger of death that quickly. Use the following table to determine when to make Survival Tests, and what the penalties should be.

Life Points	First Survival Test	Survival Test Penalty
Under 100	-10 Life Points		-1/10 Life Points below 0
Under 200	-30 Life Points		-1/10 Life Points below -30
Under 500	-50 Life Points		-1/20 Life Points below -50
Under 800	-100 Life Points	-1/20 Life Points below -100
Under 1,000	-200 Life Points	-1/50 Life Points below -200
Under 2,000	-500 Life Points	-1/100 Life Points below -500
Under 5,000	-1,000 Life Points	-1/100 Life Points below -1,000
5,000+		-2,000 Life Points	-1/100 Life Points below -2,000

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 Drama Point may not be enough to save the character).  A successful Intelligence and Doctor 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.

Sombrarilhos se recuperam mais rápidos do que humanos normais, porque seus corpos regeneram com velocidade dependente da sua CON.

CON 1-5: 1 LP/4 horas
CON 6-7: 1 LP/2 horas
CON 8+: 1 LP/hora

Essa regeneração é de origem sobrenatural, mas depende do bem estar do corpo do sombrarilho. Cuidados médicos dobram a velocidade, mas situações de estresse físico podem diminuir a eficiência da regeneração ou mesmo interrompê-la.

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 15:23, Fri 20 Mar 2020.
Yggie
GM, 128 posts
Wed 11 Mar 2020
at 15:42
  • msg #5

Pontos de Drama

Pontos de drama (Drama points ou DP) são um mecanismo que dá um certo controle da narrativa aos jogadores. Eles servem para que o personagem ganhe o "poder do script", atuando de maneira heróica e desafiando as probabilidades para salvar o dia. Em Sombra & Senda, eles também representam a capacidade latente de edição da realidade que os sombrarilhos possuem.

Todos os personagens começam com 10 DP. Durante o jogo, os jogadores podem ganhar mais pontos atuando dentro do espírito da campanha, ajudando a desenvolver a história e a criar subplots, aceitando que coisas ruins aconteçam a seu personagem, e atuando de acordo com suas desvantagens. Há várias maneiras de usar os DPs:
  • De Raspão: permite cortar todo o dano tomado até aquele momento pela metade (arredonda para cima). O primeiro uso em um combate custa 1 DP; o segundo, 2 DP; o terceiro, 4 DP e assim por diante.
  • Feito Heróico: dá +10 para um rolamento, mas só pode ser usado uma vez por turno. Tem que ser anunciado antes do rolamento.
  • Fúria Justa: quando o personagem sofre um revés de proporções épicas – um ataque brutal a um ente querido, uma traição inesperada e outros – ele pode invocar a Fúria Justa. Pagando 2 DPs, ele ganha +5 para todos os ataques, incluindo místicos, pela duração do combate. Isso é cumulativo com Feito Heróico.
  • Pico de Poder: quando você precisa de daquela energia extra para fazer algo naquele instante, como mudar de forma instantaneamente, lançar um feitiço no mesmo turno, usar um cantrip sem ficar cansado, , achar algo nas Sombras o mais rápido possível, é só gastar DPs. Normalmente, o custo de Pico de Poder é 1 DP, mas o mestre pode determinar um custo maior.
  • Ressureição: se o seu personagem morrer, você pode gastar DPs para trazê-lo de volta. Quanto mais rápido o retorno, mais caro é. Voltar na próxima aventura custa 1 DP; no próximo tópico, 5 DPs; e no mesmo tópico, 10 DPs. Se o personagem não tiver DPs suficientes, pode pagar em parcelas: todos os DPs que tiver na hora, mais todos os que ganhar até quitar a dívida.
  • Reviravolta: uma vez por sessão, você pode alterar a cena para conseguir uma vantagem, seja uma pista que não estaria disponível de outra maneira, uma rota de fuga de uma situação aparentemente inescapável etc. Reviravoltas estão sujeitos à aprovação do mestre. Se ele não concordar, você não gasta o DP.

This message was last edited by the GM at 15:51, Tue 14 Apr 2020.
Yggie
GM, 129 posts
Wed 11 Mar 2020
at 15:56
  • msg #6

Pontos de Experiência

Ao final de cada aventura, os personagens recebem pontos de experiência (xp) que podem ser usados para melhorar atributos e habilidades, bem como alterar ou ganhar Qualidades e perder Desvantagens. Os dois últimos casos só acontecem se houver um motivo dentro da história para isso e podem ocorrer sem gasto de xp se o mestre assim estipular. Abaixo estão listados os diferentes custos.

Aumentar atributo: 5x o próximo nível ou 15 xp, o que for maior
Aumentar habilidade: próximo nível x 2 (ex., subir de 3 para 4, custa 8 xp)
Nova habilidade: 5 xp para nível 1
Nova especialização: 5 xp
Nova qualidade: o mesmo que na criação do personagem, mas precisa de uma razão IC e aprovação do mestre
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