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17:03, 2nd May 2024 (GMT+0)

FAQ and Rules Clarifications.

Posted by RefereeFor group 0
Referee
GM, 617 posts
Game Master
Thu 6 Oct 2022
at 13:59
  • msg #1

FAQ and Rules Clarifications

Combat Clarifications

Initiative = REF + 1d10, roll once for the entire combat scene, act in descending order.

On your turn you get 1 Move Action and 1 Other Action.

Ranged Combat

Attacker’s REF + Weapon Skill + 1d10 vs. DV determined by Range or Defender’s DEX + Evasion skill + 1d10 (But only if the Defender’s REF is 8+) Defender wins ties.

Melee Combat

Attacker’s DEX + Weapon Skill +1d10 vs. Defender’s DEX + Evasion Skill + 1d10.  Defender again wins ties.

Whenever two or more dice rolled for damage from a Melee or Ranged Attack come up 6, you've inflicted a Critical Injury.  Roll 2d6 on the Critical Injury Table.  All Critical Injuries cause a horrible Injury Effect and deal 5 Bonus Damage directly to the target's Hit Points when suffered.  The Bonus Damage doesn't ablate armor and isn't modified by hit location.

At the start of each of your Turns where you are Mortally Wounded, you must make a Death Save. Roll a d10. If you roll under your BODY, you live, and can take your Turn as usual. If you roll a 10, you automatically fail your Death Save.  Every time you roll a Death Save, your Death Save Penalty increases, meaning each future Death Save you roll is made with an additional +1, making it progressively harder to stave off death.  This Death Save Penalty continues to add up until you are brought back to 1HP by Stabilization, where it resets to your Base Death Save Penalty, which can be increased by the nastiest Critical Injuries.  If you fail even a single Death Save, you die.






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Armor and Cover

The Golden Rules of Cover:  You are considered to be in cover if you are fully behind something that could stop a bullet. If they have line of sight on you, you aren't in cover.  There is no "partial" cover.  It can either stop a bullet or it can't.  If it cannot stop a bullet, it provides no cover and thus has no HP.  Anything you might want to take cover behind has HP, and a 2 m/yds by 2 m/yds (1 square) section of it can be attacked just like you can.  At 0 HP, cover is destroyed.  If a cover's HP drops to 0, excess damage is lost and doesn't harm any targets hiding behind it.  You can hurt them with your next Attack.  The one exception to this involves explosives.

There is a whole section on shields and human shields.  We’ll get to it if we get to it.

Armor is rated by its Stopping Power, or SP, which is how well it can stop damage. It can be worn on either your body or your head, and it is advised that you wear both.  SP gained by armor does not "stack," only your highest source of SP in a location determines your SP for that location.  All your worn armor in a location is ablated simultaneously whenever you take damage.

Whenever you take damage:

 1. Your Attacker rolls the damage for their attack.
 2. Subtract your armor's SP in that location (if they didn't target your head using an Aimed Shot, this is always your body location) from the damage*.  Subtract any remaining damage from your Hit Points.
 3. If you ended up taking any damage, your armor on that location is still ablated, reducing its SP by 1 point, until it is repaired.
 *Some things that cause damage, like poisons and fire, bypass armor.

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Healing in CP RED

To begin the natural healing process, you must first receive stabilization.  Once successful stabilization has been reached, the target will heal a number of Hit Points equal to their BODY for each full day they spend resting, spending the majority of each day taking it easy and doing only light activity, until they are at Full HP again.  If the patient pushes it, they will gain no HP that day, their wounds will reopen, and they will need to receive sta¬bilization again to restart the natural healing process.

...Unless You're Mortally Wounded

A Mortally Wounded target who receives successful stabilization is immediately healed to 1 Hit Point and is now Unconscious.  Their adrenaline has run out.  While unconscious, you are gone from the world.  This condition always lasts one minute.  You still roll Death Saves if somebody stabs you into a Mortally Wounded state while you are unconscious.  Happens more than you think.

Treating a Critical Injury


There are two ways to heal a Critical Injury: a Quick Fix and a Treatment. Depending on the severity of the Critical Injury, either option may not be available, or they may require different skills.  The worst Critical Injuries require the Surgery Skill, which is exclusive to the Medtech Role Ability.

Critical Injuries and CyberTech

If you suffer a Critical Injury to a section of your body that has been replaced with cyberware (Cyberarm, Cyberleg, Cybereye, Cyberaudio, etc.) you still suffer the Effect of the Critical Injury and its Bonus Damage.  However, you can use the Cybertech Skill to perform a Quick Fix or Treatment in place of the First Aid, Paramedic, or Surgery Skills.  This Check is made at the listed DV and takes the same amount of time.

Enhanced Anti-Bodies:  After stabilization, the user heals a number of Hit Points equal to twice their BODY for each day they spend resting, doing only light activity, and spending the majority of the day taking it easy until returning to full HP, instead of at their typical rate.

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Luck Use Clarifications for PbP

Luck is a dice modifier, but it doesn't exactly prevent a fumble.  There really isn't such a thing.  The "Critical Failure" rule only says that if you roll a natural 1 you roll another die and subtract it from the original total.  This is the mirror of the "Critical Success" in which if you roll a natural 10 you roll another die and add it.  In both cases rolling another 1 or 10 has no additional impact, you don't keep rolling dice.  That means the maximum you can roll on the die is 20 and the minimum is -9.

Remember, in RED you have beat the DV, not match it.  If the DV is 13, you need a 14+ to succeed.

You can add Luck points to any roll, regardless of the results of the die.  It is a good idea, in my opinion, to use luck when you are just shy of the DV.

You can apply luck before I rule on the outcome.  You roll the dice, see that it's not enough, and add your luck.  If the DV is unknown when you roll look at your roll and if it is 9, 11, 13, etc, it could be on the cusp, perhaps go ahead and add one or more.  OR put an if/then in your post that says for example, "I'll spend up to X luck if it means success."  And then I know.

Luck replenishes every game session.  A game session usually runs about 4 hours. In the GM guide it states the beats that make up a mission should be roughly 1/2 hour of play time.  Therefore, Luck will replenish every 8 beats.
This message was last edited by the GM at 20:26, Sat 10 Dec 2022.
Referee
GM, 639 posts
Game Master
Tue 11 Oct 2022
at 22:32
  • msg #2

FAQ and Rules Clarifications

A primer then on game mechanics.  All task resolution is 1d10 + numbers and you need to roll higher than a difficulty.  The Difficulty Value (DV) wins in a tie, meaning you fail if you simply equal it.  ie. DV 13 you need to roll 14 or higher to succeed.

The + numbers come from Stats and Skills and any special or situational modifiers.  All skills are associated with a Stat, though sometimes you can use a different stat depending on the activity.  For example, Handguns use REF but you could roll Handgun + INT to recognize a specific firearm.

Perception is tied to INT, so you "roll perception" by rolling 1d10 + INT + Perception skill levels.  The die is open-ended also.  That means if you roll a natural 10 you can add another die (once. Maximum roll is 20.)  It also means if you roll a natural 1 you roll another die and subtract it (also once.  Minimum roll is -9).
Referee
GM, 753 posts
Game Master
Thu 27 Oct 2022
at 23:23
  • msg #3

FAQ and Rules Clarifications

Improvement Points (IP).

RED uses "Playstyle-based" improvement.  They defined four kinds of play styles:  Warriors, Socializers, Explorers, and Roleplayers.  If the mission is a success you get IP based on a column for "Group" award.  This gives IP based on how well you succeeded as a group.  If the mission is a failure, then you get IP based on your play style rather than the group award.

For those of you with the book, look on page 409, pick a play style, and put that on your character sheet somewhere marked in bold or red or something.

If anyone does not have the book PM me and I'll go over the play styles.
This message had punctuation tweaked by the GM at 23:23, Thu 27 Oct 2022.
Referee
GM, 888 posts
Game Master
Sat 17 Dec 2022
at 15:58
  • msg #4

FAQ and Rules Clarifications

The cost for repairing items is not listed in the book.  P. 140 says how long a repair takes but the implication seems to be that the group tech does the repairs.  So I am implementing a "rules clarification" until such time as something official comes out that you can get something repaired for a price that is one category below the purchase price.

For example, Light Armorjack is a Premium (€100) item to buy, repairing your armor (so long as it has some SP remaining) is Costly (€50).  If the armor has no SP left just buy a new one.  Likewise, Cheap (€10) items are effectively disposable, buy a new one.

Further clarification: if you are making the repairs yourself, if a tech friend is doing it for you for free, there is no cost.  This is what it costs to get someone to do it for you, paying for their time.
This message was last edited by the GM at 21:23, Sun 18 Dec 2022.
Referee
GM, 1198 posts
Game Master
Tue 6 Jun 2023
at 22:21
  • msg #5

FAQ and Rules Clarifications

Here is the text from the book on Container homes:

"Cargo Containers are located in the Suburbs, Reclaimed Perimeter, and the Combat Zone. You'll have plenty of places to store your things, a bed to sleep comfortably, a desk, electricity, a refrigerator, microwave, and sink, protected by the security of a strong lock. In the Combat Zone, you'll be in danger the second you step outside, but if you live in the Outskirts, you'll be much safer. Restrooms, Showers, and Laundry are located in facilities you'll share with the residents of other Cargo Containers stacked nearby your container. If you own a vehicle and you live here, you likely park it on the street. If you live in the Combat Zone, it will probably get broken into on occasion. If you chose the Outskirts, it will probably be fine."

Note the bolded portions when describing your home.  Variations of this idea are what I call Container Equivalent.  Such things could be studio apartments, rooms in a converted house, a divided up warehouse or loft, etc.  but whatever it is, it has no more room and no more or better amenities than what is described above.
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