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Wasted Hack

This document contains information on various types of armor and weapons in a roleplaying game setting. It includes: 1) Descriptions of different armor types ranging from light leather jackets to full plate armor, including their armor ratings and movement penalties. 2) Rules for taking cover in combat, providing advantages to characters using ranged attacks or defense. 3) Details on initiative rolls and the bonuses or disadvantages conferred by different levels of success or failure. 4) Explanations of how luck points can be spent to modify die rolls or add minor elements to the fiction.

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Travis Thompson
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100% found this document useful (1 vote)
870 views1 page

Wasted Hack

This document contains information on various types of armor and weapons in a roleplaying game setting. It includes: 1) Descriptions of different armor types ranging from light leather jackets to full plate armor, including their armor ratings and movement penalties. 2) Rules for taking cover in combat, providing advantages to characters using ranged attacks or defense. 3) Details on initiative rolls and the bonuses or disadvantages conferred by different levels of success or failure. 4) Explanations of how luck points can be spent to modify die rolls or add minor elements to the fiction.

Uploaded by

Travis Thompson
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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Drawback: Downgrade Ammo

Die automatically when using.


Advantage on DEX test to hit Helmet 1 -
1 d4 (2) and inflict +2 damage. Heavy 2 1
2 d6 (3) Jacket
3 2d4 (4) Small 2 -
4 d10 (5) Drawback: Downgrade Ammo Shield
5 d12 (6) Die twice automatically. Leather 3 1
6 d6 + d8 (7) Disadvantage on DEX test to Jacket
hit. Affects 1d6 targets Close Full 4 1
7 2d8 (8)
together. Roll extra damage die Leathers
8 3d6 (9) for each success.
9 2d10 (10)
10 d10 + d12 (11)
In a fire fight, a character or
foe may use an action to take
cover if this is possible given Large 3 -
the environment. Targets with Shield
KO’d - Just knocked
1 Make- 5 2
out. cover are harder to hit, and
Beaten - Disadvan- characters must achieve a Good shift
2 tage on all tests for the success (roll below 1/2 DEX Riot 6 2
next hour. Gear
rounded down) on a ranged at-
Battered- STR, DEX tack test to do so.
3 and CON are temp. -2
for the next day.
Characters using cover gain
Busted- STR or DEX
4 stat is permanently Advantage on DEX tests to
reduced by 2 avoid damage. Tactical 7 3
Broken - CHA , STR, Armor
5 or DEX stat is perma-
Combat 8 3
nently reduced by 4.
Armor
6 Dead - Rest in peace
Initiative Advantage +1 Bonus
on next Action
action
Attack +1/2 +1
damage die. damage die
Luck Points can be traded in at Any Armor that has a resis-
any time to improve the level Attack +1/2 dam- +1 damage
tance rating imposes that resis-
2-handed age die/ die/ stagger
of success of a single roll, from stagger foe foe tance rating as a penalty to all
a Dismal failure to a failure, a Defense Advantage Free DEX tests, with the exception
failure to a success, a success to on next counter- of attack (not defense) rolls.
action attack
a Good success, or a Good suc-
cess to a Great success. Good= rolling under 1/2 Stat rounded
down. Great= rolling a natural “1”
Dismal failure (rolling 20) on Initiative,
Light +1
Luck Points can also be used to
create one fact of story fiction Disadvantage on defense vs foe. Medium +2
...on Defense: +d6 damage Heavy +3
that does not invoke direct ...on Attack: Foe gets free counterattack.
mechanical benefits to die rolls Test weapon or armor durability for both
greater than -2. attack and defense dismal failures.

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