Target Numbers: Any time a character takes an action with a chance of failure, they will role a d20, apply any modifiers (positive and/or negative), and hope that they made at least the target number (TN). The need to role and the target number is determined by the game master, using certain guidelines, and their common sense.
Normally, if after applying all modifiers the player will only have to role a 10 or less, the player needs not role at all. The exception to this rule is when a character is under some kind of stress (such as in combat), when the randomness of a dice role is important to the story, or the nature of the game master.
| Target Numbers | |
| Difficulty of Task | Target |
| Easy (apprentice) | 12 |
| Routine (trained) | 15 |
| Difficult (skilled) | 20 |
| Expert | 30 |
| Heroic | 40+ |
| Epic | 50+ |
| Legendary | 75+ |
The chart above gives a general idea of the range of a Target Number according to how difficult the task is. This is assuming that the person is taking their time and taking a 10. Of course, the Target Number is affected by modifiers as well. There will be suggested modifications, as well of more detail of Neg mechanics in the skill section, but not every event can be covered. Individuals capable of performing heroic tasks are well known and often famous for their abilities, while those who make an epic role will often have stories written about the deed.
Natural 20: on a role of a natural twenty, the player roles the d20 again and add that number to their role results. If they role a 20 again, they add 20 and rolr again adding the number. There is no limit to this.
Determining Results: The Game Master determines the Target Number. The player roles a d20, applying any modifiers. If the result is equal to or exceeds the Target Number, success has been achieved.
Skill verses/opposing Skill: Some skills are used to directly oppose another skill. A game of chess is a good example. In such cases each players role their skill, adding any modifiers and the highest role wins. In such cases in which a TN is needed, such as in an archery contest, if neither roles high enough then it is a draw. In other cases characters will perform an action which is not actively challenged by another character, or trying to prevent another character from being successful in their action. A rogue moving silently pass a guard is a classic example. A rouge roles their move silently skill, adding any adjustments. The adjust role becomes the TN in which the guard must match or exceed in order to hear the rouge. In essence, characters opposing
Role Adjustment
There are countless thing in which may adjust the TN needed, but the players only have note the adjustments to their role.
Skill: this is the total char adj, levels in the skill as well as any other adj
Attack: Dex + Base Off + weapon group levl+any adj for weapon and range
Defense: This is representing the character’s ability to avoid taking damage, typically by not being hit. It is 10 +dex + DEF levels +abilities and armor adjustments
Psychic Attack: Cha + Base Off + weapon group + any adjustment for ability
Psychic Defense: 10 + ego + mental Armor + any other adjustments
Combat Time
Combat time used whenever actions need to be performed in an orderly fashion and timing of actions is important. This is usually combat, though their might be other reasons for it to be used. Its primary goal is promoting fairness according to the characters being played.
Combat Round
A combat round is ten seconds long, broken into 1 second turns. When the character gets to go during the round depends on the number turns they have, and is found on chart xxxx.
the one with the highest combat sense goes first.
uses their move action first. The second lowest goes second, etc. Once all characters have mmovd for that turn, then the character with the highest combat sense performs their attack action, then the second highest, etc. Once everyone has acted, then move on to the next turn.
Actions
Each character starts combat (on turn 1) with one swift, move and attack actions. They can use these in any order they choose. They receive additional turn depending on their action rank (usually 2) as per the chart below.
Surprise turn
Surprise turns typically happen during ambushes, when the target is unaware of attacker, or do not consider them a threat. Xxxxxxxxperception, combat sense for seeing if surprised etcxxxxxxx
Initiative
As most characters and npcs will go on the same turn, the order in which characters move is determined by the characters combat sense (or simply dex if they lack that skill), those with the highest score goes first. If both have the same score they go at the same time.
Held action
Characters may not always want to use their action when it is their turn. In which case the action moves to the next turn. The character can continue to hold their action up until the point in which it is their turn again.
Readied action.
Readied action, is like hold action except there is some action which the character has prepared. Such as they readied their spell, drawn an arrow in their bow, or a gun pointed at a target. They can use the action at any time, include in the middle of someone else’s turn. Two or more character with raided actions, roll their combat sense, highest to lowest determines the order of action. If one is incapacitated by the attack, they are still able to perform their action unless their role 10 or more lower from the action that incapacitated them.
Abort action.
There are actions that character’s can do before it is their action, by giving up all or some of their next actions. Dodge and dive for cover being examples. Abort move uses your next move action, while full abort uses your next full turn.
Combat Maneuvers
Combat maneuvers are actions any one attempt.
Aim
Move action, +2 to next attack.
Block (move, abort)
Blocking is placing something in between you and an attack. One usually does this with their arm, or with a shield if they have one, but anything within hands reach will work. Basically the item takes what ever damage it can instead of the character
Brace
Gives aim bonus to all shots until brace is broken. Each turn spent bracing also gives a +2-range offset (max +10) and +1 autofire offset (max +5)
Charge
Charging is when a character attempt to move during their attack. This can simply be a second move, in which is handled normally. The use of this is most often the attempting to attack while moving, reaching a target to strike them.
Charge Through
As Charge except the character attempts to push pass an opponent. Opposing str checks with character gaining +1 to str check for every 5’ moved prior to attack. If characters forgo doing damage, they gain and additional +1 to their str check. Target wins, the character is halted in the hex Infront of them. If the character wins, they push the target aside and can move 5” for every point to str they won by up to the max of their movement.
Bull rush: this works just like charge through except that the character attempts to push the target back. str check made every 5’ until the character runs out of movement or the target wins. The target may choose to avoid the character’s attempt, in which case the character has to succeed in an attack before the bull rush starts.
Dodge (move, abort)
The character simply avoids the fight by jumping back. They move 5’, this gives them a +6 Def against single melee attack and +2 against all other attacks until next turn.
Dive for cover (move, abort)
This works just like dodge except that the character moves up to their full movement, and ends up prone. It can also be used to force area of affect to make attack roles against the character at the adjusted def.
Grappling
???
str vs str role,
Characters with the weapon group prof: Wrestling ???
Hammer hit/haymaker (turn)
The character putts all they have into making a melee attack. It has the affect of x2 the str adjustment for the character, or x3 for double handed wielding. When performing this maneuver, the character looses dex adj to DEF until the beginning of their next turn.
Multiweapon Fighting
attacking with two or more weapons with a single action.
Primary hand is -2
Second hand is – 12 (includes off hand penalty)
Third hand is – 17 (includes off hand penalty)
Each after third hand is -20 (includes off hand penalty)
Parry (move)
As a move action the character uses their own skill with a weapon or shield to deflect melee attacks. When using a parry move, the character adds weapon group (our shield) level and weapon adj to DEF against attacks from the front and the side the weapon’/shield is on.
Shot on the Run/Charge
There are times a character might want to try to use their attack action to both move and attack. Usually it is to get to a target, to attack while running by a target, or to get to cover while firing. The roles are adjusted so.
+1 str damage per 5’ moved prior to attack. Must move at least 10’ before the attack to gain str bonus. Penalty applies regardless. Any weapon can be used but only str based melee weapons gain bonus.
-1 to OFF/ per 5’ moved of entire movement
-1 to DEF per 10’ moved of entire movement
Snap Shot
Normally a character moves then attacks, or attacks than moves. Obviously, there are reasons that a character might want to make a snap shot where the character comes out of cover, shoots and then ducks back into cover, or they want to rush in, attack and rush out. a character doing so is -4 to OFF, and a -2 to Def for doing so.
Spray fire
Automatic weapons can be used to spray an area with bullets. This is basically pulling the triggers and sweeping the weapon back and forth. it creates a cone affect.
Suppression Fire
Two handed wielding
The character can add 1 ½ str to damage. Damage that can be added by str can still not exceed the max damage for the weapon.
Other Adjustments
Target unaware/not prepared: x2 damage after armor
Target Flanked: +2
Additional Rules
Time chart
Free action
Swift action
Move action
Attack Action
Full action
Full turn
Full round
1 minute (6 rounds)
5 minute
15 minute
1 hour
6 hours
1 day
1 week
1 year
1 decade
1 century
Hit Location (optional(
This is in addition to the adjustment due to size
Center mass +/-0 normal damage
Head -8, x 2 health
Hand -10, ½ health, possible drop item
Shoulder -4, ½ health,
Arm -4, ½ health, possible drop item
Belly. -4, normal damage, possible stun or bleed
Leg -4, ½ health, -5’ movement
Foot -10, ½ health, -10’ movement
Eye -14, x 2 health, blindness
Cover and Position
Shooting into/through a whole is determined by the size of the hole.
Side Shot +2, ½ movement
Kneeling +2, ½ dex
Waist High cover +2
Over/around Cover +4
Prone +4 from attacks further than 10 ft away on the same plane. ¼ movement (min 5’)
Size Adjustment:
Affects defense, Stealth and Camouflage roles
The Def and the ability to perceive and item is affected by its size
Size Adjustment
½” +14
1” +12
2.25” +10
4.5” +8
9” +6
18” +4
3’ +2
5’/2m
0
9 ft -2
18ft -4
30 ft -6
50 ft -8
75ft -10
150ft -12
300ft -14
Critical Hit (optional)
While auto fire, and some specific weapons already have rules specifically for rolling high on the attack die, other weapons can also have critical hits. Critical hits for these weapons occur if the character roles a score 10 or more then the TN they needed. They receive a bonus to their base damage equal to 1d6, and an addition 1d6 for each 10 over.
Critical Miss (optional)
Generally a miss is a miss, but creating a critical miss chart can add some flavor to the game. Such charts are up to the playing group, and this is only a suggestion. When a 1 is rolled, the character roles the 20 sider again, subtracting that number from the one. (if it is a natural twenty they subtract it, then role again subtracting the number. If it is a natural 20 they subtract it and role again etc, much in the same way as the attack role). They then add their relevant Off modifiers, and come up with a number. If that number is a negative, they have a critical miss. Along with the miss
-1 to -5 they lose their footing, and their next move action.
-6 10 -10 they lose their footing, slip and fall, and their next move action.
-11 to -15 they lose their footing, slip and fall and their next turn
-16 to -20 they lose their footing, slip and fall and their next turn, and lose their weapon if possible
-21 or less: anything can happen. They hit their comrades, themselves, get tangled up in barbwire that they were fighting by etc.
Damage type
Some of the terms used for damage
Base: this is damage without type. When given as a bonus it is added as the same type of damage as the weapon used.
Precision: this type of damage comes form striking vital areas of the target, as well as being able to place a shot less protected from armor. Unless otherwise noted, precision damage is the same type of the base damage being used. Unless otherwise noted, precision damage does not stack, nor can it be multiplied by hit location or surprise.
Char: damaged added because of a Chararistic Adjustment, usually strength, adds damage as the same type as the base damage. unless otherwise noted, the bonus char damage cannot exceed the base damage.
Elemental: elemental damage is considered either base, such as a fire ball, or treated as char, such as with a flaming sword.
Armor piercing (ap): only half of armor is applied against this type of damage.
Energy Attacks
Most armors protect against energy as a whole but some have special ratings for certain kind of energy. heightened defense against certain type of energy attacks is common as special abilities of creatures, especially elemental ones, and with magic.
Thermal: thermal protection protects against both heat and cold attacks.
Fire: the sudden input of thermal energy, usually by fire but also by laser weapons
Cold: the sudden removal of thermal energy, usually by environment or magic
Electricity: lighting bolts and the such,
Ey’on: often described as being cut with a hot, sharp knife, Ey’on is an energy type its own. Normal armor only protects half of well against Ey’on attacks (they basically have the armor piercing quality)
Physical attacks.
Armor usually attacks against all physical attacks, but some creatures and armors do better or worse against specific types. For example, zombies typically take little damage from piercing attacks, while padded armor offers little protection from piercing attacks.
Piercing:
Blunt:
Slashing:
Acid:
