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RPG Mechanics and Rules Guide

This document provides information about skills, encounter ranges for healing, task difficulties, timeframes, radiation exposure, and healing in a roleplaying game system. It lists over 40 skills with associated difficulty numbers, defines encounter ranges from close to distant, outlines task difficulties from simple to formidable, lists timeframes from seconds to days for completing tasks, and provides rules for healing physical and mental characteristics through first aid, medical care, surgery, natural healing, and time.

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100% found this document useful (4 votes)
484 views8 pages

RPG Mechanics and Rules Guide

This document provides information about skills, encounter ranges for healing, task difficulties, timeframes, radiation exposure, and healing in a roleplaying game system. It lists over 40 skills with associated difficulty numbers, defines encounter ranges from close to distant, outlines task difficulties from simple to formidable, lists timeframes from seconds to days for completing tasks, and provides rules for healing physical and mental characteristics through first aid, medical care, surgery, natural healing, and time.

Uploaded by

michael
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SKILLS ENCOUNTER RANGE HEALING

Skills Jack-of-all-Trades 2D Encounter Range Unconsciousness


Admin Language* 2 or less Close 5 meters or less Time: 1 minute
Advocate Leadership 3 Short 5 to 10 meters Effect: Make an END check. If successful wake
Tables Animals* Mechanic 4 to 5 Medium 11 to 50 meters up. A cumulative DM +1 applies for each roll
Art* Medic 6 to 9 Long 50 to 250 meters after the first.
Astrogation Melee* 10 to 11 Very Long 250 to 500 meters
CHARACTERISTIC DMS Athletics* Navigation 12+ Distant 500 to 5,000 meters First Aid
Score DM Broker Persuade Requirements: Must be initiated within one
0 -3 Carouse Pilot* Situation DM minute of the injury occuring.
1 to 2 -2 Deception Profession* Clear terrain +3 Time: 1D minutes
3 to 5 -1 Diplomat Recon Forest or woods -2 Effect: Roll EDU + Medic. Heal physical
6 to 8 +0 Drive* Science* Crowded area -2 Characteristic points equal to the check
9 to 11 +1 Electronics* Seafarer* In space +4 Effect, split between attributes as desired.
12 to 14 +2 Engineer* Stealth Vehicle target, per 10 hull +2
15 or more +3 Explosives Steward Alert, use best available Skill + Recon Surgery
PG. 8 Flyer* Streetwise Target being Stealthy, - Stealth Requirements: Requires a hospital or sickbay.
Gambler Survival use worst Skill in target group Time: 1D hours
Gunner* Tactics Effect: Roll EDU + Medic. Heal physical
PG. 79
TASK DIFFICULTY Gun Combat* Vacc Suit Characteristic points equal to the (check
Difficulty TN Situation DM Heavy Weapons*
TASK CHAINS
Effect + 3), split between attributes as
Simple 2+ Hurrying, -2 Preceding Test Outcome Effect DM
Investigate desired.
Easy 4+ per timeframe PG. 62 Exceptional Failure -6 or less -3
Routine 6+ Extra time, +2 Failure -2 to -5 -2
Medical Care
Average 8+ per timeframe Marginal Failure -1 -1
Requirements: Requires a hospital or sickbay.
Difficult 10+ Multiple tasks -2 Marginal Success 0 +0
Full bed rest. Only 1 - 2 Physical
Very Difficult 12+ per extra task Success +1 to +5 +1
Characteristics can be damaged.
Formidable 14+ Unskilled -3 Exceptional Success +6 or more +2
Time: 1 day
Effect: Heal physical Characteristic points
PG. 58
TIMEFRAMES PG. 60
Timeframe Example Tasks... equal to (3 + END DM + Doctors Medic Skill),
RESULTS (1D) s Shooting, punching, jumping. divided evenly between damaged physical
Effect Outcome (1D x 6) s Hurrying jump calculations Characteristics.
-6 or less Exceptional Failure (failure and...) (1D x 10) s Rerouting power, opening a comm channel
-2 to -5 Failure (1D) m Applying first aid, basic technical tasks Natural Healing
-1 Marginal Failure (failure but...) (1D x 10) m Complex technical tasks, thoroughly search an area Requirements: Full Rest.
0 Marginal Success (success but...) (1D) h Build a shelter Time: 1 day
+1 to +5 Success (1D x 4) h Research a problem Effect: Heal physical Characteristic points
+6 or more Exceptional Success (success and...) (1D x 10) h Repair a damaged ship equal to the (1D + END DM), divided evenly
(1D) days Comb a city for a person between damaged physical Characteristics. If
three Characteristics are damaged this
PG. 59

healing is reduced to (END DM).


PG. 60

RADIATION
Exposure Immediate Cumulative Radiation Source Exposure Mental Characteristic Healing
/ Rads Effect Effect Minor reactor leak (2D) / h Time: 1 day
≤50 None None Serious reactor leak (2D) / 20 m Effect: Heal one point per Characteristic.
51 - 150 1D damage, nausea None Minor solar flare (1D x 100) / h
151 - 300 2D damage, nausea -1 END Major solar flare (3D x 100) / h Augmentation: Augmented travellers in low-
301 - 500 4D damage, nausea, hair loss -2 END Radiation Weapon (2D x 20) tech hospitals suffer a penalty to Medic
501 - 800 6D damage, nausea, hair loss, -3 END Starship-sized Radiation Weapon (2D x 100) checks equal to the difference between tech
sterile levels.
801+ 8D damage, nausea, hair loss, -4 END Starship hulls afford 500 rads of radiation PG. 78
sterile, internal bleeding protection.
PG. 77
COVER VEHICULAR ACTIONS
Cover Type Bonus Armour Dogfight: Make an opposed Skill Check vs
SPEED BANDS
Band Speed Speed / kph
Light vegetation & foliage +2 another target within 1 km modified by
0 Stopped 0
Tree trunk +6 Vehicle Agility and with a DM -1 per
Combat Tables 1 Idle 1 to 20
Stone wall +8 dogfighting target after the first. Ties only
2 Very Slow 20 to 50
Unarmoured vehicle +10 allow turret attacks, otherwise the winner
3 Slow 50 to 100
Armoured vehicle +15 may set the fire arcs for the winner and the
4 Medium 100 to 200
INITIATIVE Fortification +20 loser. In addition, the winner has DM +2 for
Each character rolls either DEX or INT at the 5 High 200 to 300
attacks this round against the loser, and the
6 Fast 300 to 500
PG. 74
start of a conflict. Characters take a turn loser has DM -2 against the winner.
starting with the highest roll and working 7 Very Fast 500 to 800
If a dogfight continues across several rounds,
down. WEAPON TRAITS 8 Subsonic 800 to 1,200
AP [X]: Ignore up to X armour the preceding rounds dogfight Effect counts
9 Supersonic 1,200 to 6,000
Auto [X]: Burst: Consume X ammo, +X as a DM for the current rounds roll.
Tactics: One character per side may make a 10 (A) Hypersonic 6,000+
Damage. Full Auto: Consume (3 x X) ammo Evasive Action: Make a Skill Check (Drive, Flyer
Tactics roll, applying the Effect to all or Seafarer), the Effect is a penalty to attacks
Initiative rolls for their side. and make X attacks against targets within Divide speed in kph by 600 to get meters per
6m of each other. to or from this vehicle.
Surprise: DM +6 combat round.
Blast [X]: Roll damage against everything Manoeuvre: Change position and/or avoid
Surprised: DM -6 obstacles. This Action does not usually
within X meters of the target point. Targets Rough Terrain: DM -2 to Drive skill rolls when
cannot Dodge. Consider cover as if require a Skill check.
off-road.
PG. 70

attacked from the target point. Ram: Make a Skill check (Drive, Flyer or
Bulky: A Strength DM of +1 (+2 if Very Bulky) is Seafarer) to deliberately ram another
ACTIONS AND REACTIONS Airborne Movement: DM -2 to Pilot skill rolls
On your turn you may: Perform one Significant required to fire this weapon without vehicle, object or person.
outside of their native environment and
and one Minor Action. Perform any number of penalty. Each DM lacking imposes a DM -1. Stunt: Perform some acrobatic stunt. Make a
cannot operate at all if the planets
Free Actions. Additionally, you may perform Dangerous: Attack rolls with an Effect of -5 or Skill check (Drive, Flyer or Seafarer). Success
Atmosphere code is zero or if atmosphere or
any number of Reactions between your turns, lower (-3 or lower if Very Dangerous) allows you to either:
size (gravity) codes are more than two points
though each imposes a DM- 1 to all of your die damage the weapon and the attacker. Put a target into an additional fire arc for a
different.
rolls until after your next turn. Fire: Struck targets are set alight. Roll 2D at the turn,
Set up some other Skill check (as a Task
PG. 130
start of each turn, the fire goes out on an
Significant Actions: Make an attack, issue 8+. Chain) or,
orders, perform two Minor Actions, etc. One-Use: This weapon cannot be reloaded. Do something that would otherwise be
Minor Actions: Aim, move, draw or reload a Radiation: Anyone within (damage dice) CRITICAL HITS impossible for your vehicle.
meters of the line of fire suffers from (2D x Roll for a Critical Hit when an attack roll has an Weave: Attempt to shake pursuit by weaving
weapon, change stance, etc.
20) Rads (2D x 100 for starship weapons). Effect of 6+. Spacecraft also take a Critical Hit around obstacles. Set a DM of -1 to -6 and
Free Actions: Speak, push a button, etc.
Scope: Aimed attacks over 100m do not count whenever a hit causes their Hits to drop below a make a Skill check (Drive, Flyer or Seafarer),
Reactions: Dodge, parry, dive for cover, strike
as being at Extreme Range. multiple of 10% (i.e.: 90%, 80%, etc). failure results in a crash. Pursuers must
with advantage. PG. 70, 72
Silent: DM -6 to detect this weapon by sound. A Critical Hit has a Severity of (Damage / 10). choose to either break off, or make the same
Smart: Gain a bonus to attack rolls equal to the 2D Vehicle Spacecraft Skill check in order to follow their target.
RANGED ATTACKS difference in TL between the weapon and 2 Fuel Sensors
PG. 132
Situation DM target (min +1, mas +6). 3 Fuel Power plant
Aiming, per action up to +6 +1* Smasher: Victims may not Parry attacks with 4 Power plant Fuel
Laser sight, when aiming +1 this weapon. 5 Weapon Weapon
Dual weapons, no Aiming -2 Stun: Only damages END. Any excess damage 6 Armour Armour
Fast moving target, -1 incapacitates for a like number of rounds. 7 Hull Hull
per 10m relative speed Damage heals automatically after one hour. 8 Cargo M-drive
Target in cover -2 Zero-G: No roll required for use in zero-G. 9 Occupants Cargo
Target prone -1 10 Drive system J-drive
Target range:
PG. 72
11 Systems Crew
Short 0 to 25% +1 12 Systems Computer
Medium 25 to 100% +0
Long 100 to 200% -2
PG. 134, 158

Extreme 200%+ -4
All attacks over 100m are considered to be at extreme range
unless aimed with a scope.
PG. 71
SPACE ACTIONS DAMAGE SCALE ATTACKS, BEAMS
Improve Initiative (Captain): Perform a Leadership test.
Ground Wpn. Space Wpn. Situation DM
The Effect is applied as a bonus to Initiative next round. Range
Jump (Engineer): See pg. 148. Attacking a... Hit DM Dmg Hit DM Dmg
Ground Tgt. +0 x1 -2 x10 Adjacent to Close,
Space Combat Tables Off-Line system (Engineer): Perform an Engineer Test to
see Dogfight rules *
shut a system down to conserve power. Spacecraft Tgt. +2 ÷10 +0 x1
TURN SEQUENCE Overload Drive (Engineer): Temporarily boost Thrust. Short +1
Initiative See pg. 160. When attacking a ground target with a spacecraft Medium +0
Overload Plant (Engineer): Temporarily boost Power. See Long -2
The Pilot makes a Piloting Skill check, adding weapon, the weapon gains the Blast 10 trait.
pg. 160.
the ships Thrust. Very Long -4
PG. 157
Repair System (Engineer): Repair a critical hit, see pg.
161. Weapon See weapon
Tactics: One character per side may make a Reload Turret (Gunner): Reload a turret. Target Locked,
Tactics (Naval) roll, applying the Effect to all Sensor Lock (Sensor Operator): Gain a Sensor-Lock Gain a Boon *
against a single hostile vessel - locks grant a Boon to all
Initiative rolls for their side.
attacks against that target.
PG. 156

Electronic Warfare (Sensor Operator): Jam the


Turn Sequence communications or sensor lock of a hostile ship. Make ATTACKS, MISSILES
1. Manoeuvre: All ships spend Thrust in an opposed Electronics check, Situation DM
Initiative order (change range, Boarding Action (Marine):
Range
Reassignment (Any): Change to a different Duty.
dogfighting, dock, aid gunner or reserved Adjacent to Close, +0*
for evasive action). PG. 160
Dogfight rules, lose Smart
2. Attack: All ships perform attacks in Short to Very Long +0
Initiative order. Distant -6
3. Actions: All ships perform any other
DOGFIGHT MODIFIERS
Situation DM # of weapons in the raid +#
actions in Initiative order. Ship Mass Target Locked Boon
0 to 49 tons +0
PG. 154
# of hits is equal to the attack roll Effect
50 to 99 tons -1
100 - 199 tons -2
CREW DUTIES PG. 161
Captain: Commands the ship and can use Leadership and
Tactics skills. 200 - 299 tons -3
Engineer: Assigned to either the power plant, M-drive, J- etc... etc...
Drive or general damage control. Per additional for in the dogfight -1 RANGE BANDS
Gunner (Turret or Bay): Fires and reloads a specific Per Thrust used for Dogfighting +1 Band Distance Thrust Msl. Flt.
turret or bay.
Won last rounds Dogfight roll +Effect Adjacent 1 km or less 1 0 Dogfight
Marine: Repels boarders or boards enemy ships. Close 1 to 10 km 1 0 Dogfight
Sensor Operator: Sensor locks, electronic warfare and
related actions.
Ships massing 100 tons+ in a dogfight have an additional DM -6 to Short 11 to 1,250 km 2 0
Pilot: Assigns Thrust and makes any needed Piloting rolls.
attack rolls.
Medium 1,250 to 10,000 km 5 1
Passenger: No assigned duties. Long 10,000 to 25,000 km 10 2
Outcome of Dogfight Roll ATK DM
Very Long 25,000 to 50,000 km 25 3
PG. 154
Win, select angle of attack +2
Distant 50,000km or more 50 5
REACTIONS Tie, no fixed-arc weapons +0
Evasive Manoeuvering: When attacked, spend Lost -2 PG. 156

one unused thrust point to inflict an attack DM PG. 161


equal to your Piloting Skill. WEAPONS
Point Defence: Make an attack against a missile Weapon Max. Rng. Atk. Dmg. Notes
salvo about to strike with a turreted beam Beam Laser Medium +4 1D
weapon. The attack has a DM +1 if a double Pulse Laser Long +2 2D
weapon and a DM +2 for a triple weapon. A Sandcaster Special - Spec. Defensive (-1D to lasers)
number of Missiles equal to the Effect of the Missile Distant +0* 4D Smart, Missile
roll are destroyed. PG. 158
Dispense Sand: Make an attack roll with a
Sandcaster when receiving a beam attack to
reduce the damage by (1D + Effect).
PG. 160
Universal World Profile
System Name Location Travel Codes

Cogri 0101 CA6A643-9 N Ri Wa A


UWP KEY
Planet Size Atmosphere Type Government Type
Starport Size Gravity Atmosphere Pressure Protection Hydro % Pop. Government Common Contraband
0 (X) None ≤1,000km ≈0g, No None 0.00 Vacc suit 0 - 5% 100 None None
1 - 1,600km 0.05g, Lo Trace 0.05 Vacc suit 6 - 15% 101 Company / corporation Drugs, travelers, weapons
2 - 3,200km 0.15g, Lo V. Thin, Tainted 0.2 Respirator, filter 16 - 25% 102 Participating democracy Drugs
3 - 4,800km 0.25g, Lo V. Thin 0.2 Respirator 26 - 35% 103 Self-perpetuating oligarchy Technology, travelers, weapons
4 - 6,400km 0.35g, Lo Thin, Tainted 0.6 Filter 36 - 45% 104 Representative democracy Drugs, psionics, weapons
5 - 8,000km 0.45g, Lo Thin 0.6 - 46 - 55% 105 Feudal technocracy Computers, technology, weapons
6 - 9,600km 0.7g, Lo Standard 1.0 - 56 - 65% 106 Captive government Technology, travelers, weapons
7 - 11,200km 0.9g Std., Tainted 1.0 Filter 66 - 75% 107 Balkanization Varies
8 - 12,800km 1.0g Dense 2.0 - 76 - 85% 108 Civil service bureaucracy Drugs, weapons
9 - 14,400km 1.25g Dense, Tainted 2.0 Filter 86 - 95% 109 Impersonal bureaucracy Drugs, psionics, technology, travelers, weapons
10 (A) Excellent 16,000km 1.4g, Hi Exotic Varies Air supply 96 - 100% 101 Charismatic dictator None
11 (B) Good - Corrosive Varies Vacc suit - 1011 Non-charismatic dictator Computers, technology, weapons
12 (C) Routine - Insidious Varies Vacc suit - 1012 Charismatic oligarchy Weapons
13 (D) Poor - V. Dense 2.5+ - - 1013 Religious dictatorship Varies
14 (E) Frontier - Low ≤0.5 - - 1014 Religious autocracy Varies
15 (F) - - Unusual (Varies) Varies - - 1015 Totalitarian oligarchy Varies
PG. 216 - 228

LAW LEVELS TRADE CODES


Level Banned Weapons Banned Armour Code Classification Code Classification
0 None None Ag Agricultural Lo Low-population
1 Battle dress As Asteroid Lt Low-tech
2 Portable energy and laser weapons Combat armour Ba Barren Na Non-agricultural
3 Military weapons Flak De Desert
4 Light assault weapons and SMG Cloth Fl Fluid oceans
NI Non-industrial
5 Personal concealable weapons Mesh Ga Garden Po Poor
6 All firearms except for shotguns and stunners, - Hi High population Ri Rich
carrying weapons discouraged Ht High tech Va Vacuum
7 Shotguns - Ie Ice-capped Wa Water world
8 All bladed weapons, stunners All visible armour In Industrial
9 All weapons All armour PG. 221, 223
PG. 221, 223

STARPORT FACILITIES
Level Quality Berthing Cost Fuel Facilities
A Excellent 1D x Cr 1,000 Refined (Cr 500 / ton) Shipyard (all), repair
B Good 1D x Cr 500 Refined (Cr 500 / ton) Shipyard (spacecraft), repair
C Routine 1D x Cr 100 Unrefined (Cr 100 / ton) Shipyard (smallcraft), repair
D Poor 1D x Cr 10 Unrefined (Cr 100 / ton) Limited repair
E Frontier Free - -
X None - - -

Refueling: 1D hours.
Ship spares: Cr 100,000 / ton PG. 225

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