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RULE BASICS.

Posted by OracleFor group 0
Oracle
GM, 3 posts
Random
Fate
Sat 17 Jul 2021
at 14:09
  • msg #1

RULE BASICS

Abilities:
• Reactions is used to determine when a character can act during a battle round.
• Speed is straightforward: how far you can move in tabletop inches.
• Combat Skill is added to all attack dice rolls.
• Toughness is the number that enemies have to roll above if they want to damage you.
• Savvy covers technical aptitude, wits, and a bit of charm. It’s usually used away from the battlefield.

Luck Points:
On the battlefield, this works to avoid a potentially lethal injury.
Humans are the only species that are allowed more than one point of Luck.

Leaders:
Once you have created all of your characters, pick one to be the Leader. This character
receives 1 Luck point and will never leave the crew through random events, though they can
certainly be slain. While you are free to select a Bot as your Leader, they do not receive Luck if you do.
This message was last edited by the GM at 22:19, Wed 21 July 2021.
Oracle
GM, 4 posts
Random
Fate
Sat 17 Jul 2021
at 15:00
  • msg #2

EQUIPMENT DETAILS

Snap Shot +1 to Hit within 6”.
Pistol     +1 to Brawling rolls.
Melee     +2 to Brawling rolls.
Heavy -1 penalty to Hit if the firer moved this round.

Blast rifle: Rifle or carbine energy bolt weapon. Signifies that the user means business.
Infantry laser: Military energy rifle with detachable battery pack.
Shatter axe: This bulky weapon discharges a blast of energy as it strikes. Originally intended for breach-and-clear operations.
Military rifle: Conventional military automatic rifle. Caseless ammunition is typical.
Infantry laser: Military energy rifle with detachable battery pack.
Rattle gun: Conventional machine gun. Most Fringe models are outdated and somewhat kit-bashed. Typically belt-fed.
Blade: Sturdy, light-weight fencing or slashing blade, favored for boarding actions.

Scrap pistol: A pistol pieced together from scavenged parts. Common on the frontiers.
Colony rifle: Standard-type defensive rifle, popular with colonists and frontier folk. Simple to maintain. Typically semi-automatic.
Hand gun: Conventional semi-automatic pistol in a medium caliber.

Scanner bot: The crew adds +1 to all "Seize the Initiative" rolls.

Stabilizer: Stabilizer Weapon may ignore Heavy trait.
Snooper Bot: May be deployed before a battle, if the "Seize the Initiative" roll would be penalized or negated. The penalty can be ignored, but the Bot is Damaged on a D6 roll of a 1.
Duplicator: Create a perfect copy of any one item in your inventory.
A Duplicator cannot copy a Duplicator, due to the same proprietary nano-bot lock-out codes that makes your printer say it’s out of ink after printing 17 pages. Single-use.
This message was last edited by the GM at 22:19, Wed 21 July 2021.
Oracle
GM, 7 posts
Random
Fate
Sat 17 Jul 2021
at 15:21
  • msg #3

RULE BASICS

Fuel Hog: When traveling to a new world, the fuel cost is increased by 1 credit.
Oracle
GM, 33 posts
Random
Fate
Wed 21 Jul 2021
at 22:12
  • msg #4

STORY POINTS

Story points are a powerful resource used to adjust things in your favor, give you a lucky break, or just tweak the story to work better.
In each case you should create a narrative explanation for how the altered outcome came to pass.

• Before rolling on any table outside combat, you may spend 1 story point to roll twice and pick the result you prefer.

• Any time an item, character ability, or similar requires a die roll to work and fails, you may spend 1 story point to have it succeed after all.

• Any time you have rolled for anything, you may spend 1 story point to roll again, but the new result must be accepted. This works whether you are rolling for your own characters, an enemy action, or something that just happens in the campaign.

• You may spend 1 story point to obtain 3 credits for the crew. This can only be used once per campaign turn.

• You may spend 1 story point to obtain +3 XP for any one character. This can only be used once per campaign turn.

• You may spend 1 story point to take an additional campaign action with any crew member. This can only be used once per campaign turn.
This message was last edited by the GM at 10:43, Tue 03 Aug 2021.
Oracle
GM, 34 posts
Random
Fate
Wed 21 Jul 2021
at 22:16
  • msg #5

STARS OF THE STORY

These are options for when the dice go against you. You may employ each ONCE per campaign.

• It’s time to go! The crew may immediately end a battle, with all remaining characters escaping from the fight.

• Looked worse than it was! Ignore a roll on the Injury Table. The character recovers immediately.

• Did you ever meet my mate? Add a new member to your team immediately, even mid-battle. Place the character within 6” of any battlefield edge. They can act immediately.

• Lucky shot! If a character just missed a shot, turn it into a hit. Only applies to a single shot, even if the weapon rolls multiple attack dice.

• Rainy day fund! Immediately add 1D6+5 credits to your available funds.

This message was last edited by the GM at 10:42, Tue 03 Aug 2021.
Oracle
GM, 43 posts
Random
Fate
Fri 23 Jul 2021
at 22:57
  • msg #6

RULES

Stunned
If a figure becomes Stunned, the next time they act, they may Move OR perform a Combat Action, but not both.
Being Stunned does not prevent taking a Free Action.

Characters can accumulate multiple Stun markers.
If a character ever has 3 or more Stun markers at the same time, they are knocked out and removed from play.

Dash
Characters that do not intend to take a Combat Action can Dash, allowing them to move an additional 2”.

Proximity
If a figure moves into contact with one or more opponents, they engage in a Brawl, which is resolved immediately.
No other actions are permitted. Figures may not enter a Brawl by Dashing.
K’Erin that can move to an enemy without Dashing must do so, and fight a Brawl.

Moving Up and Down
Vertical obstacles can be traversed by simply paying the height of the obstacle in inches.

A descent of 1” or less can be performed for free. Any longer drop requires the character to either climb down (with the same cost as climbing up), or Jump.

Jumping
Jumping does not require any available movement, meaning a character can move to an edge and Jump down. Jumping down more than 1” ends the characters round.
Jumping down 3” or further inflicts a Damage +0 Hit.
Swift characters can Jump straight down any distance and sustain no damage.

Leaping
Characters can leap over a gap up to 2” wide, counting it as part of their standard movement.
Swift characters may leap over gaps up to 4”.

Watch Where You Point that Thing
If a Line of Sight crosses another character between the firer and target, the shot cannot be taken. This applies to both sides.
Characters attempting to take a shot that would endanger an ally (such as using an Area weapon) must roll 1D6 and score a 5+ to do so.
Failure means they won’t even consider it, and must pick a different target or perform a different action.

Brawling
Each character rolls 1D6, adding their Combat Skill. K’Erin roll twice, using the better score.
Add +2 if carrying a Melee weapon, or +1 if carrying a Pistol weapon. The lower total suffers a Hit. On a draw, both characters take a Hit.
If either character scored a natural (unmodified) 6, they inflict a Hit on the opponent. If either character scored a natural 1, their opponent inflicts a Hit upon them.
These special Hits are in addition to any inflicted from the combat itself.
Resolve Hits (see below) using the highest Damage value of any Melee or Pistol weapon carried. Characters with no suitable weapon hit with Damage +0.

A character that eliminates their opponent (the figure is removed from the battlefield) can move 2” in any direction, but cannot enter a new Brawl. This move is taken immediately after the Brawl has been resolved.
Figures taking a Hit are always pushed back 1” per Hit.
Note that figures are never left in contact with each other.

Stunned Opponents
If a character is engaged in a Brawl while Stunned (see p.40), the Stun markers are removed but the opponent receives a +1 bonus per Stun marker.

Multiple Opponents
In some cases, an attacker might end up in contact with multiple opponents. Select randomly who fights first. Resolve the combat normally, with the outnumbering side getting a +1 bonus to the Brawl roll.
If the lone fighter wins, they do not get a 2” bonus move, but must instead immediately fight the remaining opponent. No bonus applies in this case.

Resolving Hits
If a character is Hit, regardless of the source, roll 1D6 and add the Damage rating of the attack.
If the result equals or exceeds the Toughness of the target or is a natural 6, the character becomes a casualty and is removed from play.
A roll that is less than Toughness will push the target 1” directly away from the attacker, unless blocked by terrain or other figures.
Mark the figure as Stunned.

Saving Throws
Some combatants may receive a Saving Throw because they have defensive screen or some form of armor (enemy Saving Throws are always due to armor). A successful Saving Throw roll means the Hit has been deflected.
If the combatant has a Saving Throw, roll 1D6 when becoming a casualty. A roll equal to or above the Saving Throw number negates the Hit. However, the deflection still leaves the figure Stunned as above.
Bot, Soulless, De-converted, and Assault Bot characters have built-in armor plating.

Luck
If a character with Luck would be removed as a casualty, they lose 1 point of Luck instead.
The character is immediately moved 1D6” in a random direction, and is otherwise unharmed, as they dive for safety.

Aiming
If a character is not Stunned and does not Move, they can Aim their shots more accurately.
When using an Aimed shot, pick up any 1s on the To Hit dice and roll them again, once.

Panic Fire
A character may opt to expend all their available ammunition as quickly as possible.
Panic Fire limited to firing at half the weapon’s base Range (ignoring all range enhancements that may be applicable).
Conduct attacks as normal, but roll 2 additional shots. Attacks are resolved one at a time, with each being directed at the closest available target at that moment.
After the volley is completed, the weapon (and all identical weapons carried) is out of ammunition for the rest of the battle.

Notable Sights
Any Documentation, Loot cache, Shiny bits, Peculiar item, Curious item or Person of interest can be acquired by moving into contact with it, and foregoing any other actions that round.
This message was last edited by the GM at 19:41, Sun 01 Aug 2021.
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