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Posted: Wed Nov 03, 2010 7:38 pm
GAME MECHANICS Military Specific Character Sheet Attributes INTELLIGENCE____•°°°° STRENGTH_______•°°°° PERCEPTION_____•°°°° WITS___________•°°°° DEXTERITY_______•°°°° INTUITION______•°°°° RESOLVE________•°°°° STAMINA_________•°°°° COMPOSURE_____•°°°° Skills Mental Physical Firearms Athletics •°°°° Animal Ken •°°°° Electronics •°°°° Brawl •°°°° Empathy •°°°° Crafts •°°°° Drive •°°°° Expression •°°°° Tracking •°°°° Firearms •°°°° Intimidation •°°°° Medicine •°°°° Larceny •°°°° Persuasion •°°°° Occult •°°°° Stealth •°°°° Socialize •°°°° Politics •°°°° Survival•°°°° Streetwise •°°°° Science •°°°° Weaponry •°°°° Subterfuge •°°°° Attributes: 5/4/3 - Skills: 8/5/3 - Merits: 7 - (Buying a Fifth Dot in any area cost double) - Health=Stamina + Size(5) - Speed= Athletics + Strength + Dexterity - Throwing Distance= 10+ 3x(Athletics + Strength + Dexterity) - Willpower= Resolve + Composure - Initiative= Dexterity + Intuition - Defense= Lowest of Dexterity of Wits
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Posted: Wed Nov 03, 2010 7:40 pm
Attributes Attributes are inherent base abilities that involve a person’s primary abilities. Skills are things that require a bit more finesse or simply are very specific. Attributes can be bought any time you are given the experience points to do so. Skills, on the other hand, have a cap of 2 unless you are deemed acceptable for a higher skill. Some skills require a special “class” in order for you to achieve higher points. The Attributes are: Strength, Dexterity, and Stamina for physical stats. Intelligence, Wits, and Resolve are mental stats. Perception, Intuition, and Composure are Spiritual stats. Spiritual stats are not necessarily religious and refer primary to the ‘human’ spirit, or otherwise human variables. Power stats are Strength, Intelligence, and Perception. Finesse stats are Dexterity, Wits, and Intuition. Resilience stats are Stamina, Resolve, and Composure. Certain strength levels are required to lift or carry specific things. Certain levels of composure or Stamina are required to resist wound penalties. Stamina plus size (or 5) determines health. The rest are mostly rolls or combinations of other stats. This means that most rolls are essentially just combinations of skills and attributes. Getting AttributesYour charachter, at creation begins with 1 point in every Attribute at charachter creation. You have 5, and 4 and 3 points to spend respectively in each different Attribute type, concerning Physical, Mental, and Spiritual Stats. Essentially, you can spend an additional 5 points in any attribute type criteria, 4 in another, and finally 3 in a third. So, for example, if you wanted to add an extra three points in dexterity and two in strength, you could make that your primary attribute and do so. Then, if you wanted to spend another three points in wits and one in intelligence, you could do so by making mental stats your secondary attribute type. For your tertiary skill, you can spend three points.. However, you don't simply have 12 points to spend. If you wanted to spend 6 in strength and 6 in dexterity you could no do so. By making any stat your primary stat, you would make it so you could only spend 5 points in that stat type. You essentially can only spend 5 points in one attribute type, 3 points in another attribute type, and 3 in another. You essentially have a primary, secondary and tertiary stat, primary stats that have 5 points, secondary stats that have 4 points, and tertiary stats that have 3. These are broken into Physical, Mental, and Spiritual attributes, as the attribute type. Attributes cost 5 experience points per new dot; essentially, strength 1 costs 5 points, strength 2 costs 10 points, strength 3 costs 15 points, and strength 4 costs 20 points. However, if you wanted any attribute to be level 5, you would need to spend double, so this would amount to 50 points. It is not 15 points to increase your attribute from 2 - 5; it is 15 + 20 + 50, or in other words 85 points to increase a stat from two to five. Each higher stat ranking is a much harder thing to achieve, and while an additional attribute point might seemingly be somewhat minor, it actually provides a large role in capability and exponentially scales; as does the price.
Individual Assessment StrengthStrength is a pacular attribute in that there are things, other than rolls, that it affects. How much you can carry is determined by strength. At strength one you can carry 40 pounds, at strength two you can carry 65 pounds, at strength 3 you can carry 90 pounds, at strength four you can carry 115 pounds and at strength 5 you can carry 140 pounds. With the "Strong Back Merit" it is possible to carry 165 pounds, or essentially an extra 25 lb. Strength is also a direct determinant in speed, and is essentially used to determine how fast you can go. Strength also determines jumping, climbing, fist-fighting, strength with weaponry, and various other feats that require physical strength. Strength is scalar, and while it is possible for a person to have strong upper body strength or lower body strength and not have both upper and lower body strength, strength is used to determine "strength as a whole". As such, strength improves linearly, rather than having some lateral and even exponential increments like it might in real life. This is more or less to make things simpler, to promote certain trends (which, indeed, makes things easier). Strength 1 represents a "weak" person. This a person who can only bench press roughly half their weight. This is considered between 60 and 90 pounds for a "Size 5" person. Strength 2 represents a person of average strength. This is a person who can lift at or slightly under their weight, being around 120-160 pounds. Strength 3 is a person who can lift more than their weight, by roughly 1.25-1.5, or between 225 and 270 lb. Strength 4 is a person who can lift close to twice their weight, being between roughly 300-400 pounds. Strength 5 is a person who can lift well over 2 times their weight, around 2.5 times, and being a person who can bench press well over 500 pounds. Squat, or leg strength, is 120-180lb, 225-270lb, 300-400lb, 450-550lb, and 650lb+ respectively for the lifts. Another method that can be used- 1). Lift a chair- 40 lbs. 2). Lift a large dog- 100 lbs. 3). Lift a public mailbox- 250 lbs. 4). Lift a wooden crate- 400 lbs. 5). Lift a coffin- 650 lbs. 6). Lift a refrigerator- 800 lbs. 7). Overturn a small car- 900 lbs. 8 ). Lift a motorcycle- 1000 lbs. 9). Overturn a mid-sized car- 1200 lbs. 10). Lift a large tree trunk- 1500 lbs. 11). Overturn a full-sized car- 2000 lbs. 12). Lift a wrecking ball- 3000 lbs. 13). Overturn a station wagon- 4000 lbs. 14). Overturn a van- 5000 lbs. 15). Overturn a truck- 6000 lbs. StaminaStamina is used to determine a large variety of things. This is the ability to resist fatigue, diseases, determine how long a person can hold their breath, how much health a person has and how long a person can run. Health is determined is by Stamina plus size, which is five for an ordinary Human being. There is also the ability to have size 6, which increases health by 1, with the Giant merit. This makes a person the equivalent of size 6, which includes several benefits and detriments. Fatigue resistance is directly proportional to stamina. Every time you suffer lethal, bashing, or aggravated damage over your level in Composure you must roll dice equal to composure + stamina. If your roll is less than the damage done, then you remain unconscious equal to the level of damage in turns. If all of your health boxes are filled, whether from lethal, or bashing damage (all aggravated results in death), you must roll your composure + stamina every turn and have this number be over 3, or else you fall unconscious. A person holding their breath, in combat, is relatively difficult to do, and obviously takes a greater deal of stamina to do then regularly holding their breath. Basically, it is possible for a charachter to hold their breath once every 3 seconds, or once a turn, equal to their stamina. So, if a person has two stamina, they can hold their breath for two turns, were as if a person has stamina 5 they may hold their breath for 5 turns. Out of combat, you can hold your breath equivalent to the following- Stamina 1: 30 seconds Stamina 2: 1 minute Stamina 3: 2 minutes Stamina 4: 4 minutes Stamina 5: 8 minutes IntelligenceIntelligence, obviously, is incredibly important. A more complex roll for intelligence, such as remembering, is described below. RememberingCommitting something such as a name or a facial feature to memory can require an Intelligence + Composure roll, as can recalling that information later. The more calm your character is the more likely it is that she retains the knowledge. If the information is familiar to your character or referenced often, no roll is required unless she's nervous or under pressure (Storyteller's discretion). If the information is brief or simple, such as a license-plate number, no modifiers may apply. The Storyteller may impose bonuses or penalties under various circumstances. Memorizing or recalling something at one's leisure offers a +1 to +3 bonus. A common name such as Dave is easy to memorize (+3 ). Extensive information, details studied quickly or distractedly, or unusual or strange facts such as foreign names are harder to remember (-1 to -5). Features witnessed hours ago are easy to recall (+1), while those observed days, weeks or years ago are harder to conjure up (-1 to -5). Storytellers can make memory rolls on player's behalf so the veracity of information called forth is never certain. Another option is to forego rolls if a player remembers (or does not remember) the details. Roll ResultsDramatic Failure: The information is memorized or remembered incorrectly, to be determined by the Storyteller. Failure: In one ear and out the other, or your character draws a blank. Success: The details are at your character's disposal. Exceptional Success: Y our character has access to not only what's important, but to related information on the topic or details of where and when the facts were memorized. Suggested Equipment: Book or television show related to the topic (+1), photograph taken at the event (+2) Possible Penalties: Extensive information (-3 to -5), details studied quickly or distractedly (-1 to -2), unusual or strange facts (-1 to -2), items observed days, weeks or years ago (-1 to -5)
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Posted: Fri Nov 05, 2010 9:53 pm
Skills Skills are things that require a bit more finesse or simply are very specific. Skills can be bought any time you are given the experience points to do so; however, skills have a cap of 2 unless you are deemed acceptable for a higher skill. Some skills require a special “class” in order for you to achieve higher points. Skill specialties also exist, although these as well require special classes. Skills cost 3 experience points per new dot. So, buying the first dot in a skill requires 3 experience points, while buying the second dot requires 6. This means that buying 3 points in a skill is not 9 points, but 3 + 6 + 9. To cap a skill, you must spend 3 + 6 + 9 + 12 + 30 experience points, with the fifth dot costing double. While seemingly a large amount to pay for a seemingly minor increase, skill increases scale up exponentially, as does the price. There are three types of skills- Physical, Mental, and Specific Skills. Physical skills obviously pertain to various physical skills. Mental skills obviously pertain to various mental skills. Specific skills refer to specific skills, which includes firearms, aircraft, naval craft, and terrestrial craft. The physical skills are Athletics, Brawl, Stealth, Survival, and Weaponry. The mental skills are Electronics, Crafts, Medicine, Science, and Tracking. The Specific stats are Pistol, Assault Rifle, Marksmen Rifle, Shotgun, Machine gun, Sub-machine gun, Sniper Rifle, Grenade Launcher for firearms. Fighter, Attack, Bomber, Rotorcraft and Transport/Cargo planes are all the aircraft skill type. Battleship, Destroyer, Frigate, Submarine, Cruiser and Carrier are the Naval Craft skill type. Tank, APC, Jeep, Artillery and IFV units are the Terrestrial Craft skill type. Any starting character may purchase dots in Firearms skills, however, they may not purchase skills in Aircraft, Naval Craft, or Terrestrial Craft without first passing the proper class. Technically, the same is true is with firearms, however, as everyone starts out as an Infantry unit it is relatively easy to assume that everyone can simply start off with firearms skills. Starting points in skills are 0. Points may be spread out in an 8/5/3 manner. That is, you have 8, 5, and 3 points to spend respectively in each different Skill type, concerning Physical, Mental, and Specific Stats. Essentially, you can spend an additional 8 points in any attribute type criteria, an additional 5 points in another, and an additional 3 points in another. However, you don't simply have 16 points to spend. If you wanted to spend 8 in physical and 8 in mental you could not do so. By making physical stats your primary stat, you would make it so you could only spend 8 points, and by making mental stats your secondary stat, you could only spend 5 points etc. You essentially can only spend 8 points in one attribute type, 5 point in another attribute type, and 3 in another. Electronics Electronics are essentially all devices that are basically modern electronic appliances. Almost all electronics require some form or skill in electronics for you to be capable of using them. Some may subtract a certain number of dice penalties equal to your lack in electronics, while some will simply have an electronic level requirement. Some devices will give bonuses based on your electronics level. Which ever the case, all electrical appliances basically require some skill in electronics, whether this is nothing or even above level 5. Most electronic rolls are made with Electronics + Intelligence or Wits + Equipment. Hacking- Hacking requires a minimum of electronics at level 3. Hacking is a roll made with Electronics + Intelligence + Equipment. An old computer, say 15 years old, may represent a -1 dice modifier, while a very old computer over 20 years old may represent a -3 dice modifier. A modern computer represents no bonuses, were as an extremely good computer may represent a +2 modifier and a super computer or large server may represent a +5 modifier. Software can also provide certain benefits, ranging from 1-3 dice modifiers based on the ability. Certain penalties are also inflicted for the defenses of the targets computer. A simple piece of hardware such as a phone will impose no penalties, were as normal computer will usually hold a -2 penalty, and a standard COM channel may represent a -3 or -4 penalty. A high security COM channel may represent a -5 penalty, were as a government funded computer or agency may represent a -10 penalty or higher. Hacking is an extended action. To hack some computers, it may be as simple as gathering enough successes to simply get passed the code. If this is the case, Hacking requires a number of successes equal to the level of the code. If any failures are achieved, then all successes made on getting past the security measures are removed, and the character must start again. If a dramatic failure is achieved, then the character is no longer capable of trying to break through the security measures. Any number of turns may be used in order to get through a security measure, although any failure will completely set back the user to a complete restart. Every roll represents an entire turn of work, or 3 seconds worth of hacking. Some security clearances will allow you to break in, however, they will require constant rolls above a certain level to remain inside the system. These types of security measures are so strong that they are constantly detecting intruders and require constant attention, and not the simple completion of a code. In order to stay within these systems, you must constantly achieve rolls with successes at or above the required amount, for every time period you are required to roll, and failures may represent either the complete end of the hacking session, or simply require you to start over (whether there is a base level or not). CraftsBeing able to craft things, whether it's a bow and arrow, make shift weapon or specially designed bullet requires a skill in craft. Crafting things usually requires Crafts + Intelligence + Wits + Equipment, although they may require other skills. Crafting Firearms, electronics, chemicals, and explosives for instance require certain skills. Being able to craft anything requires the right materials and tools, regardless of the crafting level. In all instances, your character must know, somehow, how to make the substance. A remembering roll is required for all objects unless some form of instruction is present, or the object is incredibly simple, possessing the equivalent of or less than 2 parts. Electronics simply require a Electronics + Intelligence + Crafts + Equipment roll. Successes are required for the individual object made, although it is usually a number of successes equivalent to the number of parts involved. Firearms simply require a Firearms + Intelligence + Crafts + Equipment roll. Successes are required for the individual object made, although it is usually a number of successes equivalent to the number of parts involved. Chemicals and explosives simply require a Science + Intelligence + Crafts + Equipment roll. Successes are required for the individual object made, although it is usually based on the complexity or difficulty of the target substance. TrackingTracking is essentially the ability to not only track down people and animals, but also represents a level of forensics. In any type of investigation, or forensic analysis, the tracking skill is required. Some type of analysis will require a base tracking level, although most will simply require a roll. Most rolls are either Intelligence or Wits + Tracking + Equipment. Tracking a person, such as in a combat situation, requires a Wits + Tracking roll. If the intended target is aware of you tracking them, or simply likes to cover their tracks, this is represented either by a Wits + Intuition or Perception roll, they may roll a perception + wits roll to cover their tracks. Your tracking roll must exceed their covering roll, or else you will lose sight of your target. A dramatic failure represents a complete loss in direction, or being directed in a completely false direction. Both covering and tracking requires are instant actions, and require an entire turn of work. Analyzing a situation, such as in an investigation, or a simple passing by, requires an Intelligence + Tracking + Equipment roll. Figuring out what happened at the area, regardless of what it is, requires a person to closely analyze what happened and figure out what it could mean. This can be bettered by equipment and simple knowledge, and having either raises modifiers. MedicineMedicine essentially represents a person’s ability to perform medical tasks. This is usually represented by a Medicine + Intelligence + Wits roll, although resolve, composure, and dexterity are all incredibly important attributes associated medicine. Sometimes certain physical actions will require extremely dexterous movement, were other times extremely tedious or gruesome events will require resolve or composure in order to maintain yourself. Bandaging, analyzing sicknesses, healing wounds and most medicinal operations require some form of medicine, and creating medicine requires a Medicine + Crafts + Science or Survival roll (survival being medicine created in the field compared to the laboratory). Some medicinal rolls require a certain base level of medicine. Bandaging requires no points in medicine, while administering chemicals to the human body, requires 1. Analyzing complex problems, such as what disease or problems the person has requires a medical level of at least 2. Any form of complex action, such as healing a major wound (2 lethal or above) or helping a person with certain ailments (2 lethal or above) requires a minimum of medicine 3 to perform. Like all actions, a simple willpower roll can be made to determine if you are capable of performing such the action successfully; although a normal roll is still required. All check-ups, exact identifications, and various forms of commonly practiced medicine require a level of 4 medicine or above. Surgeries, major operations and all other types of operations require 5 medicine or above, while some group effort may be needed. Combined people with multiple levels of medicine may combine their medical skills, however, unless one of them has a high enough level to achieve their particular type of operation, no roll can be made regardless of how high the group medicine is. ScienceScience is anything that has to do with extremely scientific endeavors. While some rolls may require 0 science, others require complex scientific information. Anything that involves science ability over the level of High School Science, whether it is Chemistry or Physics, requires a science roll. Most science rolls require Science + Intelligence + Resolve or Wits, depending on the situation. In order for you to practice various science events, such as advanced chemistry, physics, explosives etc. you must first have a specialty in this of subject. Whether this specialty is allowed at character creation or requires a certain class is dependent on the subject at hand. Explosives, definitely, requires a class, were as physics can be learned by a person's self or otherwise. AthleticsA jumping roll is made with Athletics + Strength. If you fail the roll, you are incapable of jumping the distance. If you succeed, you are able to jump as far as double your Strength + Athletics + 6, and as high as half your Strength + Athletics. It should be noted that not every jump requires a roll- any human (without any penalties, flaws, or has the required stats for the roll being 1 and above) is considered to be capable of jumping 6 feet across, as indicated by the plus 6. Any upward jump less than 6 inches in height does not require a roll, as well. Jumping Up- Distance equals half of strength plus athletics in feet. Jumping across- Distance equals double strength plus athletics in feet + 6. ThrowingThrowing Distance is the equivalent of 3 times Strength + Dexterity + Athletics - objects size, plus 10, or 3(Strength + Dexterity + Athletics -Objects size) + 10. Accuracy, or whether or not the object lands where you want it to, is determined by a roll of Athletics + Dexterity. A success is equivalent of the object landing or coming within 10 feet of the object, 2 successes is the equivalent of an object coming within 5 feet of the target, and 3 success is the equivalent of the object coming within 1 foot or less of the target. A failure is basically considered to be a clean miss, however far that may be, and an exceptional failure can result in a character throwing the object a clean 90 degrees from the target, an object being thrown backwards as it is let go of too soon, or perhaps even dropping the object. It should be noted that every human is considered capable of (that is, humans without penalties, flaws, or that don’t have 1 in all of the required base attributes) throwing an object within a 10-foot distance of his or her intended target without having to make a roll. It is therefore assumed that all rolls made for throwing, including accuracy, are made with thrown objects that are thrown more than 10 feet from the intended target, and the accuracy is affected as such. This means that a person with 5 in every stat can throw an object of or the equivalent to size 0 55 feet; from a straight standing point. This is considered the base maximum for the throw. There are many factors to consider when throwing an object. If a person wants to "go all out", they can subtract 1 die from their accuracy roll, or Dexterity + Athletics, per every 5 feet in which they wish to add. You cannot exceed your accuracy roll in negative modifiers, meaning that if the total dice available for your accuracy throw was 3 die, you could not add more than 15 feet to your throw. A person can have extra benefits if they simply prepare themselves. Many quarterbacks wait to have proper throwing positions, and require lineman to protect them for any number of seconds until they ready themselves enough before they throw the ball. If you spend an entire turn before hand "Readying yourself" or adding a special technique to your throw, whatever this may be, you can extend your total distance thrown by the equivalent of your Athletics + Dexterity + Strength + 5. The amount of extra feet achieved divided by 5 may also be added in die to your accuracy roll, rounding up to the nearest number. If you spend two turns preparing a highly specialized throw, you can throw an object roughly three times your maximum throwing distance; with the initial preparation time included if you choose to do so (although this is not considered a part of the original two turns spent preparing). This means that if you had 5 in every stat, you could potentially throw an object of size zero of the equivalent 210 feet, close to the maximum discus championship throw. This type of throw, however, would require three turns in preparation. As well, it is only possible throw an object in this style if the object possesses certain qualities. While these may differ among certain objects, the term for such objects, which can be thrown in this manner, is "Aerodynamic". Non-Aerodynamic objects may not be thrown in this manner, while aerodynamic objects may. BrawlBrawling is basically hand to hand melee combat, in which users primarily intended to use their bodies to inflict damage. Brawling attacks are made with a roll, equivalent to Strength + Brawl + Merits. Brawling successes represent damage inflicted with ordinary attacks, and simple successes with attacks that require moves to be preformed rather than damage. In any maneuver in which your character engages an opponent, you must subtract the equivalent of their defense in dice from your roll. Strike: The basic unarmed attack a blow with a fist, knee, head, foot or elbow. Roll Strength + Brawl without any bonus dice. Bite: Your character's teeth, whether human-sized or gigantic fangs clamp down on a target. Roll Strength + Brawl, with a number of bonus dice based on the size of attacker's jaws and teeth. An ordinary human's offer no bonus. A large dog's offer +1. A wolf's confer a +2 bonus. A great white shark gets a +4 bonus. Generally, a bite from a person inflicts bashing damage, while that from an animal or supernatural creature inflicts lethal harm. The Storyteller may decree that a human combatant can bite an opponent only after successfully grappling (see below). Grapple: Your character gets a hold of or tackles a target and may apply a clinch with various effects, from immobilizing the victim to crushing him. Roll Strength + Brawl to achieve a hold. The target's Defense is subtracted from your attack pool, as normal. If you get at least one success, your character has a hold of the target. If the victim has yet to act in the turn, he may try and break loose at his stage of Initiative. Alternatively, the target may try to turn the tables on his attacker and perform an overpowering grappling maneuver of his own. In either case, roll Strength + Brawl, but the attacker's Strength is subtracted from the dice pool. Even one success breaks the hold or allows a maneuver to be performed, as explained below. If the attacker's hold is broken, the grapple is over (although the attacker can attempt to grapple again). If the victim's roll fails, he does not free himself or does not accomplish a maneuver. The attacker still has a grip on him. The victim of a grapple can try to free himself or perform a maneuver in subsequent turns, unless he is immobilized (see below). If in the next turn the attacker still has a hold, he can try to overpower his opponent. A Strength + Brawl roll is made. The target's Strength rather than Defense is subtracted from the attacker's dice pool. If no successes are gained, the attacker still has a hold, but accomplishes nothing more in the turn (he does not overpower his victim). If even one success is gained, one of the following overpowering maneuvers can be accomplished in the turn. Render opponent prone: Both combatants fall to the ground. Either party must break the hold in order to stand again in a subsequent turn. Rising is considered an action in a turn. (See Going Prone, on p. 164.) If one combatant manages to rise, close-combat attack rolls to hit the prone opponent gain a +2 bonus. Damage opponent Successes achieved on this turn's Strength + Brawl roll are applied as points of bashing damage inflicted on your character's opponent. Your character crushes, squeezes, bends or bites his victim. Immobilize opponent. Your character seeks to interfere with his victim's actions. Even one success renders the target immobile. The victim's physical actions are restricted to breaking free (he cannot attempt any overpowering maneuvers of his own), although he could bring mental or some supernatural capabilities to bear (Storyteller's discretion). Disarm opponent- If you get one or more successes, your character manages to pry an object from his opponent's hand. Taking possession of the item thereafter (in another turn) is the equivalent of drawing a weapon (see above). No damage is inflicted. StealthStealth is determined by your Stealth + Dexterity or Wits + Equipment. Depending on the situation, Stealth may require extreme dexterity or wits, or even both. "Shadowing" a person, or simply stalking them, requires Dexterity + Stealth + Equipment versus the intended targets Intuition or perception + wits, Intuition regarding an accidental notice and perception regarding an active. If the character or characters you are stalking at any point in time discover you following them, they discover your position and can attack from then on out. Initiative is rolled to see who attacks first in this situation. If the target is unaware of your existence, as you achieve the most successes, no initiative roll is made, and it assumed that your character strikes first. Staying hidden, such as in a preconceived place or hiding place, would require Wits + Stealth + Equipment, versus a roll of the passing targets Intuition + Wits to accidentally spot you, or Perception + Wits to try to spot you. This action is a somewhat slower action, and requires more of a mental ability than a physical one. Equipment can be anything from basic camouflage (+1) to a basic Ghillie suit (+3) to a Ghillie suit combined with features from the natural environment (+5). SurvivalSurvival is essentially a skill used to find things, locate various targets, figure out which direction to go and for foraging. Figuring out which direction to go without a map requires a roll of Survival + Intuition. If the area is familiar the user receives a +3 modifier. If it is nighttime (and the area is not familiar) the user receives a -2 modifier and if the terrain is very dense or thick the character receives a -2 modifier. Figuring out to which way to go with a Map is essentially a Survival + Intelligence + Equipment roll, with the equipment being the map. An ordinary map would only provide a +1 equipment modifier, were as a local map would provide a +2 modifier, a military achieved reconnaissance map would represent a +3 modifier and a GPS always represents a +2 modifier. Foraging for food requires a great deal of intelligence and survival skills. Foraging for food can be a dangerous thing, as certain animals and plants can be poisonous, toxic, infected, or simply dangerous to gather all together. Foraging for food requires Intelligence + Science + Survival in order to spot available food. Catching the food, if their is food to actually be caught, requires Wits + Dexterity + Survival. Dramatic failures can result in injuries, such as tripping and falling or being poisoned. If your character is wounded at or beyond their entire health, with all boxes being filled in either lethal or aggravated damage, a simple survival roll is used to determine whether or not your character will survive the ordeal. Wound penalties occur as usual beyond this, despite the fact that your character may die quickly afterward. Only one survival roll may be made per near death experience. WeaponryWeaponry involves mostly weapons intended for close quarters armed combat, including a wide variety of things, some including knives, pipes, rocks, swords, and various other hand held weaponry. Each maneuver is made with a roll equivalent to your Weaponry + Strength. In any maneuver in which your character engages an opponent, you must subtract the equivalent of their defense in dice from your roll. Strike: The basic armed attack with any number of available weaponry. The damage inflicted is completely dependent on the weapon and the attack. All successes are considered to be Weaponry + Strength. Draw Weapon- With one or more successes, your character reaches a weapon on his person, on his opponent or nearby. Drawing or acquiring the weapon is an entire turn's action. The weapon has to be small, such as a knife or small gun (a pistol), in order to be brought to bear in grappling combat. Attack with drawn weapon An attack is made with a drawn weapon. Each success achieved on your Strength + Brawl roll inflicts a point of damage. The kind of damage is appropriate to the weapon used bashing for brass knuckles or lethal for a knife or pistol. A Weaponry or Firearms roll is not made under these circumstances, because it's your character's ability to overpower his opponent in grappling combat that dictates how well the weapon is used. The advantage of bringing a weapon to bear manifests in bonus dice to your Strength + Brawl roll for the attack, and in the severity of damage that might be done (say, lethal for a knife). Turn a drawn weapon- If your character's opponent has a weapon drawn in a grapple, your character may seek to turn the weapon on her enemy. Her action is dedicated to gaining control of the weapon and turning it, even while it's still in her opponent's hand. Your character's action in a subsequent turn must be a successful attack in order to turn the weapon completely. If your character's opponent manages to regain control of the weapon in his action, before your character's attack is completed, no attack can be made in a subsequent turn. Thus, control of a weapon can be wrestled over from turn to turn in a grapple, with each combatant seeking to gain control and then make an attack. Disarm opponent- If you get one or more successes, your character manages to pry an object from his opponent's hand. Taking possession of the item thereafter (in another turn) is the equivalent of drawing a weapon (see above). No damage is inflicted.
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Posted: Sat Nov 06, 2010 12:58 pm
Merits You receive 7 merit points at charachter creation. Like any other stat, you must spend double points in order to buy a fifth dot. Merits costs 2 experience points per new dot. So, if you want to buy the first dot in a merit, you must spend 2 experience points; however, if you want to buy the third dot, you must spend six. So, buying up to three merit dots doesn't cost six experience points, but 2 + 4 + 6, or ten. Obviously the fifth dot costs double, or 20 experience points. Merits are special capabilities or knacks that add individuality to your character. They're purchased during character creation or with experience points over the course of your chronicle. Some have prerequisites that must be met before they can be purchased. For example, a character with the Gunslinger Merit must have a Dexterity of 3 and Firearms of 3 or higher to be able to accurately fire two weapons at the same time. By the same token, some Merits apply drawbacks that balance out their inherent advantages. A character with the Fame Merit, for example, is treated like a star wherever he goes, but has a hard time blending into the crowd when he wants to. Each Merit has a number of dots associated with it. These dots represent the number of points that must be spent to purchase the Merit. Some Merits allow for a range of dots (say, • to •••). These allow you to purchase a low rating if it's appropriate to your character concept, or you can start with a low level and increase it over time with experience points.A character is born with some Merits or develops them early in life, while others can be acquired through trail and error, training and effort later in life. The first kind can be acquired at character creation only and are labeled as such. The second kind can be acquired during play with experience points. Merit dots must be purchased sequentially with experience points. You have to buy • and then •• before your character can have ••• or more. Equipment Equipment is provided to you by the Manokan Military. The equipment you receive must be registered and allowed by the Manokan military. Chiefly, the equipment you choose is chosen from an armory from the Military. You may be given certain materials during or for a mission, however, the equipment you choose will be your base equipment. There are many types of equipment, some that provide benefits, some that require certain skills and attributes, and others that simply provide basic mechanical goods; such as eating. Vehicles and firearms are generally considered to be in the same Stat type, or Specific Stats. Vehicles and firearms count as equipment, and you are generally expected to be skilled in your particular type of weapon or vehicle. While it is possible to change your equipment, it is generally expected for you to keep your base equipment vehicle for a generally preconceived time period, making each piece of equipment you choose semi-permanent. A large portion of the equipment can be found in the Armory.
Willpower Willpower is relatively simple, however it is a somewhat complex factor in game mechanics. Willpower is essentially equal to a character's resolve + composure. Willpower is both an open stat, to be used and combined with other stats accordingly, as well as a quantitative amount of "willpower". Each will power Dot represents how many points of willpower an individual has, and represents how many times a person can use their willpower per session or game. Any action can have an additional 3 dice added for the price of one willpower point. A person has the equivalent number of willpower points equal to their willpower dots available to them per game or session, and a person can run out of willpower points, but never willpower dots. A person can run out of willpower points, as only a number equal to their willpower can be used per game or session, and only one willpower point may be spent per turn. Any action that requires large amounts of knowledge or equipment (such as a surgical procedure) may be attempted without actually having the necessary background information or equipment to preform such a procedure. To determine if an individual can even successfully attempt such a procedure, they must make a roll equal to their willpower. If a single success is achieved, they may attempt to preform such a procedure, although successes in that roll for that procedure must be enough to actually successfully complete the procedure. This type of roll does not ensure a success, but rather opens up the chance for a success. The action costs one point of willpower to preform, and does not necessarily guarantee success. Penalties, as well, may be imposed for lack of equipment or other factors. Various other rolls or actions may require your willpower to be above a certain amount. In certain cases in which resisting some type event is present, your willpower may be used a quantitative unit of measurement, rather than simply as an amount of willpower you have.
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Posted: Fri Dec 03, 2010 5:27 pm
OVERVIEW You must pass basic training and start out as a basic Infantry Soldier unless otherwise specified. You may change branches or groups, although you must be certified or allowed to do so. This is essential for two reasons. First, you need to be aware of the basic human element in this type of roleplay; and secondly, you need fundamental roleplay awareness and experience before you can move on to anything complex such as vehicles. Being an Infantry soldier is simple as your using all of your character as a human being, which is were the base stat system comes into play.
As well, you need Infantry training so that you may participate in every type of battle. Modern warfare, currently, has been dictating a rising trend in urban, guerrilla warfare. Enemy groups now facing the world, most known as criminal or terrorist organizations, operate in a similar manner as infantry and use certain types of very effective protection, such as building walls, underground tunnels, and human shields. All of these particular types of combat scenarios require a closer, more extreme, more handled type of combat that can only be achieved by the operator of a human being. Unfortunately, humans have yet to develop a machine that can rival the intelligence, foresight, and understanding that a human can comprehend and differentiate potential targets and non-combatants from enemies and backgrounds. It is crucial that, a more sophisticated type of combat is implemented. Decision making is absolutely crucial in modern warfare, and the ability to perceive and solve problems accurately in extremely short period of times is absolutely essential to reducing causalities and otherwise unnecessary harm in combat. It is this type of surgical expertise and execution that can allow soldiers to fundamentally win a conflict with as little causalities and mistakes as possible.
Also, Infantry are cheaper and easier to maintain.TurnsTurns are essentially the equivalent of three seconds. Reflexive actions do not require a turn. Instant actions require one turn. Extended actions require more than one turn.
Reloading takes a turn, and is an instant action. Aiming takes a turn, and is an instant action. Shooting takes a turn, and is an instant action. Changing weapons takes a turn, and is an instant action.
Running is a reflexive action, although your distance is determined by your speed and each time during each turn. Jumping, crouching, and turning around are all reflexive actions. Hearing things, seeing things, tasting things, smelling things, and feeling things are all reflexive actions.
Going prone or standing up, however, are instant actions and take a turn. No roll are required for the before mentioned activities. Skills and AttributesAttributes are inherent base abilities that involve a person’s primary abilities. Skills are things that require a bit more finesse or simply are very specific. Attributes can be bought any time you are given the experience points to do so. Skills, on the other hand, have a cap of 2 unless you are deemed acceptable for a higher skill. Some skills require a special “class” in order for you to achieve higher points.
The Attributes are: Strength, Dexterity, and Stamina for physical stats. Intelligence, Wits, and Resolve are mental stats. Perception, Intuition, and Composure are Spiritual stats. Spiritual stats are not necessarily religious and refer primary to the ‘human’ spirit, or otherwise human variables.
Power stats are Strength, Intelligence, and Perception. Finesse stats are Dexterity, Wits, and Intuition. Resilience stats are Stamina, Resolve, and Composure.
Certain strength levels are required to lift or carry specific things. Certain levels of composure or Stamina are required to resist wound penalties. Stamina plus size (or 5) determines health. The rest are mostly rolls or combinations of other stats, further explained here. SpeedRunning Speed is determined by Strength + Dexterity + Athletics + 5. Speed 20 is considered Olympic level, or a 10 second 100 meter dash (10 m/s). Speed 5 is considered low or a 40 second 100 meter dash (5 m/s). These two both represent basically, the highest naturally minimum or maximum speed. It is possible to have higher or lower speeds for your charachter, depending on penalties or merits. Your speed in m/s, is determined by whatever you speed is divided by 20, then 10 divided by that number- this number is equivalent to your 100 meter dash in seconds. So, if you Strength is 2, and your dexterity is 2 and your athletics is 0 (the lowest possible), for a total of speed 9, then your speed would be (10/(9/20)), or 10 divided by 9 divided by 20, or you would have a 22.2 second 100 meter dash. If you had 3 in strength and 3 in dexterity and 2 in athletics (the maximum stat available at charachter creation) then your speed would be (10/(13/20)) or a 15.384 second meter dash. You may spend a willpower point to momentarily increase your speed by 3, for a single turn.
You may maintain your top speed for a time period equivalent to your ((Stamina-1) x 10); so, if you had stamina three, you could maintain your top speed for 20 seconds. You may not run at your maximum speed until 5 turns after you have run your maximum speed for it’s maximum time period. If you do not run at your maximum speed for the maximum time period, subtract 1 turn equivalent to the time you did not run. So, if you have stamina four, and only ran for 10 seconds, instead of 40, subtract 3 turns from your total 5 turn waiting period; leaving you with two turns waiting period. Round down to the nearest 0.
Long distance running speed, or running a distance after your maximum sprinting speed, is determined by your speed divided by 20, and then 210 dived by that number; this represents your speed, in seconds, for a one mile run or 1600 meters. So, if you have 12 speed, then your medium distance running time is 5.85 seconds, or 5 minutes 51 seconds. How long you can maintain this speed is equal to miles (or 1.6 Km) per Stamina. So, if you have stamina 2 and speed 12, you can maintain a 5 minute 51 second mile for two miles for two miles.
Walking speed is ¼ of your speed. You may maintain your walking speed for a technical unlimited time period, unless wound penalties or fatigue begins to set in, which is determined by a separate set of variables.
For every 25 pounds you carry with you, past the first 15 pounds, you lose 1 point in speed (rounded to the closest multiple of 25). So, you can carry around the equivalent of 15 pounds of gear with no detrimental effects to speed. However, you carry around 65 pounds of gear with a –2 penalty to your top speed. You can carry around extra weight, past 15 pounds, equivalent to your strength x 25. So, if you had two strength, you could carry 65 pounds, and if you had three strength you could carry around 90 pounds. The negative modifier to speed still applies, however. FirearmsProbably one of the most integral rolls, Firearms rolls are equivalent to your Firearm + Dexterity + Firearm Damage. There are many types of firearms, and each specific kind of firearm requires it’s own specific skill. For infantry weapons, these skills are- Assault rifle, Marksmen Rifle, Sniper Rifle, Pistol, Sub-Machine Gun, Machine Gun, Shotgun, and Grenader (Weapons). Essentially, if you wished to fire a pistol, you would combine your Pistol Skill + Dexterity + Weapon Damage. This roll determines whether or not you can hit a target.
Damage done to a target is equivalent successes. So, if you roll 3 successes, then your potential damage done is three. If your target is wearing armor, then you subtract the armor rating from the total successes to determine damage. One might imagine that, a powerful enough weapon would always pierce armor, and that this roll does not reflect this. This is not true in or of the least. Your weapon in real life is rated to always get through a specific type of armor with a direct hit. You may have achieved a glancing blow, an indirect hit, or simply grazed the target delivering very little damage. Conversely, something like a pistol round, which may never be able to get through a specific type of armor, could hit the person in an exposed area, simply get a direct hit or merely hit a weakened part of the armor. Some types of armor, however, do require a minimum amount of damage in order to break the armor or harm the person behind.
There are three levels of ranges- Close range, Medium range, and Far Range. Range is determined by your weapon in a x/2x/4x styled format. Close range imposes no penalties. Medium range imposes a –1 modifier. Far Range imposes a –3 modifier. Anything past far range imposes an extra –1 modifier for every 100 yards fired, in addition to your far range modifier. These ranges, and penalties, can be eliminated or lessened through scopes or other aiming materials. All weapons without scopes are considered to be using iron sights.
Aiming adds a +1 modifier to your firearms roll for every turn you spend aiming, up to a maximum of three. Aiming takes a turn, and a full attack of complete aiming takes the amount of turns aimed plus the turn in which you attacked. So, if you aimed for three turns, it would take you a total of 4 turns to attack the target.
Reloading takes a turn. If you have an internal magazine, then rounds are loaded per shot fired. If you are loading your weapon with a detachable magazine, then you must load rounds into the weapon per magazine. So, if you had a 5 round bolt action rifle, and you had 3 rounds left, you could potentially load 2 roads into the weapon. However, if you had a magazine or clip fed weapon with a 30 round magazine, and had 15 rounds left in the magazine, you would either have to completely replace the magazine, and store 15 rounds in your previous magazine, or empty out your current magazine with 15 rounds remaining. It takes two turns to fill a detachable magazine to it’s full cap size.
All fire arm rolls made are considered to be aimed toward the enemies torso. While it is possible to strike enemies in different areas of the body, all shots made are generally considered “Center of Mass” shots and not subject to various other types of rolls. To specifically strike a particular part of the body other than the center of mass, negative modifiers are applied to your firearms rolls. Aiming at the head imposes a –4 modifier. Aiming at an arm imposes a –2 modifier. Aiming at the legs imposes a –1 modifier. Aiming at a leg imposes a –2 modifier. Aiming at a specific joint or set of joints, such as an elbow, knee, hand, or foot, imposes a –3 modifier.
Every firearm roll made against a person is subject to the users defense. Defense is determined by the lowest of the targets wits or Dexterity -1. The firearm roll made against the user is subject to a negative penalty equal to the targets defense. Defense cannot lower a firearms roll below 2. Essentially, even if the target has a 3 defense or a –3 modifier against your attack, if your total firearms roll is 4 the lowest your roll can be made to, as a result of defense, is 2.
If two enemy combatants stumble upon each other at the same time, who fires first is determined by Initiative, or lowest of Dexterity or Wits + Intuition. Both attack rolls are considered to be made in the same turn unless the second to fire (as determined by Initiative) is effectively neutralized by the first attack. If the second target is neutralized before they can attack, no attack is made.
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Posted: Sat Mar 07, 2015 5:11 am
OVERVIEW You must pass basic training and start out as a basic Infantry Soldier unless otherwise specified. You may change branches or groups, although you must be certified or allowed to do so. This is essential for two reasons. First, you need to be aware of the basic human element in this type of roleplay; and secondly, you need fundamental roleplay awareness and experience before you can move on to anything complex such as vehicles. Being an Infantry soldier is simple as your using all of your character as a human being, which is were the base stat system comes into play.
As well, you need Infantry training so that you may participate in every type of battle. Modern warfare, currently, has been dictating a rising trend in urban, guerrilla warfare. Enemy groups now facing the world, most known as criminal or terrorist organizations, operate in a similar manner as infantry and use certain types of very effective protection, such as building walls, underground tunnels, and human shields. All of these particular types of combat scenarios require a closer, more extreme, more handled type of combat that can only be achieved by the operator of a human being. Unfortunately, humans have yet to develop a machine that can rival the intelligence, foresight, and understanding that a human can comprehend and differentiate potential targets and non-combatants from enemies and backgrounds. It is crucial that, a more sophisticated type of combat is implemented. Decision making is absolutely crucial in modern warfare, and the ability to perceive and solve problems accurately in extremely short period of times is absolutely essential to reducing causalities and otherwise unnecessary harm in combat. It is this type of surgical expertise and execution that can allow soldiers to fundamentally win a conflict with as little causalities and mistakes as possible.
Also, Infantry are cheaper and easier to maintain.TurnsTurns are essentially the equivalent of three seconds. Reflexive actions do not require a turn. Instant actions require one turn. Extended actions require more than one turn.
Reloading takes a turn, and is an instant action. Aiming takes a turn, and is an instant action. Shooting takes a turn, and is an instant action. Changing weapons takes a turn, and is an instant action.
Running is a reflexive action, although your distance is determined by your speed and each time during each turn. Jumping, crouching, and turning around are all reflexive actions. Hearing things, seeing things, tasting things, smelling things, and feeling things are all reflexive actions.
Going prone or standing up, however, are instant actions and take a turn. No roll are required for the before mentioned activities. Skills and AttributesAttributes are inherent base abilities that involve a person’s primary abilities. Skills are things that require a bit more finesse or simply are very specific. Attributes can be bought any time you are given the experience points to do so. Skills, on the other hand, have a cap of 2 unless you are deemed acceptable for a higher skill. Some skills require a special “class” in order for you to achieve higher points.
The Attributes are: Strength, Dexterity, and Stamina for physical stats. Intelligence, Wits, and Resolve are mental stats. Perception, Intuition, and Composure are Spiritual stats. Spiritual stats are not necessarily religious and refer primary to the ‘human’ spirit, or otherwise human variables.
Power stats are Strength, Intelligence, and Perception. Finesse stats are Dexterity, Wits, and Intuition. Resilience stats are Stamina, Resolve, and Composure.
Certain strength levels are required to lift or carry specific things. Certain levels of composure or Stamina are required to resist wound penalties. Stamina plus size (or 5) determines health. The rest are mostly rolls or combinations of other stats, further explained here. SpeedRunning Speed is determined by Strength + Dexterity + Athletics + 5. Speed 20 is considered Olympic level, or a 10 second 100 meter dash (10 m/s). Speed 5 is considered low or a 40 second 100 meter dash (5 m/s). These two both represent basically, the highest naturally minimum or maximum speed. It is possible to have higher or lower speeds for your charachter, depending on penalties or merits. Your speed in m/s, is determined by whatever you speed is divided by 20, then 10 divided by that number- this number is equivalent to your 100 meter dash in seconds. So, if you Strength is 2, and your dexterity is 2 and your athletics is 0 (the lowest possible), for a total of speed 9, then your speed would be (10/(9/20)), or 10 divided by 9 divided by 20, or you would have a 22.2 second 100 meter dash. If you had 3 in strength and 3 in dexterity and 2 in athletics (the maximum stat available at charachter creation) then your speed would be (10/(13/20)) or a 15.384 second meter dash. You may spend a willpower point to momentarily increase your speed by 3, for a single turn.
You may maintain your top speed for a time period equivalent to your ((Stamina-1) x 10); so, if you had stamina three, you could maintain your top speed for 20 seconds. You may not run at your maximum speed until 5 turns after you have run your maximum speed for it’s maximum time period. If you do not run at your maximum speed for the maximum time period, subtract 1 turn equivalent to the time you did not run. So, if you have stamina four, and only ran for 10 seconds, instead of 40, subtract 3 turns from your total 5 turn waiting period; leaving you with two turns waiting period. Round down to the nearest 0.
Long distance running speed, or running a distance after your maximum sprinting speed, is determined by your speed divided by 20, and then 210 dived by that number; this represents your speed, in seconds, for a one mile run or 1600 meters. So, if you have 12 speed, then your medium distance running time is 5.85 seconds, or 5 minutes 51 seconds. How long you can maintain this speed is equal to miles (or 1.6 Km) per Stamina. So, if you have stamina 2 and speed 12, you can maintain a 5 minute 51 second mile for two miles for two miles.
Walking speed is ¼ of your speed. You may maintain your walking speed for a technical unlimited time period, unless wound penalties or fatigue begins to set in, which is determined by a separate set of variables.
For every 25 pounds you carry with you, past the first 15 pounds, you lose 1 point in speed (rounded to the closest multiple of 25). So, you can carry around the equivalent of 15 pounds of gear with no detrimental effects to speed. However, you carry around 65 pounds of gear with a –2 penalty to your top speed. You can carry around extra weight, past 15 pounds, equivalent to your strength x 25. So, if you had two strength, you could carry 65 pounds, and if you had three strength you could carry around 90 pounds. The negative modifier to speed still applies, however. FirearmsProbably one of the most integral rolls, Firearms rolls are equivalent to your Firearm + Dexterity + Firearm Damage. There are many types of firearms, and each specific kind of firearm requires it’s own specific skill. For infantry weapons, these skills are- Assault rifle, Marksmen Rifle, Sniper Rifle, Pistol, Sub-Machine Gun, Machine Gun, Shotgun, and Grenader (Weapons). Essentially, if you wished to fire a pistol, you would combine your Pistol Skill + Dexterity + Weapon Damage. This roll determines whether or not you can hit a target.
Damage done to a target is equivalent successes. So, if you roll 3 successes, then your potential damage done is three. If your target is wearing armor, then you subtract the armor rating from the total successes to determine damage. One might imagine that, a powerful enough weapon would always pierce armor, and that this roll does not reflect this. This is not true in or of the least. Your weapon in real life is rated to always get through a specific type of armor with a direct hit. You may have achieved a glancing blow, an indirect hit, or simply grazed the target delivering very little damage. Conversely, something like a pistol round, which may never be able to get through a specific type of armor, could hit the person in an exposed area, simply get a direct hit or merely hit a weakened part of the armor. Some types of armor, however, do require a minimum amount of damage in order to break the armor or harm the person behind.
There are three levels of ranges- Close range, Medium range, and Far Range. Range is determined by your weapon in a x/2x/4x styled format. Close range imposes no penalties. Medium range imposes a –1 modifier. Far Range imposes a –3 modifier. Anything past far range imposes an extra –1 modifier for every 100 yards fired, in addition to your far range modifier. These ranges, and penalties, can be eliminated or lessened through scopes or other aiming materials. All weapons without scopes are considered to be using iron sights.
Aiming adds a +1 modifier to your firearms roll for every turn you spend aiming, up to a maximum of three. Aiming takes a turn, and a full attack of complete aiming takes the amount of turns aimed plus the turn in which you attacked. So, if you aimed for three turns, it would take you a total of 4 turns to attack the target.
Reloading takes a turn. If you have an internal magazine, then rounds are loaded per shot fired. If you are loading your weapon with a detachable magazine, then you must load rounds into the weapon per magazine. So, if you had a 5 round bolt action rifle, and you had 3 rounds left, you could potentially load 2 roads into the weapon. However, if you had a magazine or clip fed weapon with a 30 round magazine, and had 15 rounds left in the magazine, you would either have to completely replace the magazine, and store 15 rounds in your previous magazine, or empty out your current magazine with 15 rounds remaining. It takes two turns to fill a detachable magazine to it’s full cap size.
All fire arm rolls made are considered to be aimed toward the enemies torso. While it is possible to strike enemies in different areas of the body, all shots made are generally considered “Center of Mass” shots and not subject to various other types of rolls. To specifically strike a particular part of the body other than the center of mass, negative modifiers are applied to your firearms rolls. Aiming at the head imposes a –4 modifier. Aiming at an arm imposes a –2 modifier. Aiming at the legs imposes a –1 modifier. Aiming at a leg imposes a –2 modifier. Aiming at a specific joint or set of joints, such as an elbow, knee, hand, or foot, imposes a –3 modifier.
Every firearm roll made against a person is subject to the users defense. Defense is determined by the lowest of the targets wits or Dexterity -1. The firearm roll made against the user is subject to a negative penalty equal to the targets defense. Defense cannot lower a firearms roll below 2. Essentially, even if the target has a 3 defense or a –3 modifier against your attack, if your total firearms roll is 4 the lowest your roll can be made to, as a result of defense, is 2.
If two enemy combatants stumble upon each other at the same time, who fires first is determined by Initiative, or lowest of Dexterity or Wits + Intuition. Both attack rolls are considered to be made in the same turn unless the second to fire (as determined by Initiative) is effectively neutralized by the first attack. If the second target is neutralized before they can attack, no attack is made.
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