Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
year_zero_engine_1.0 [2023/04/08 22:19] – [CASTING A SPELL] robertyear_zero_engine_1.0 [2023/06/29 17:32] (current) – [VEHICLE ATTRIBUTES] robert
Line 58: Line 58:
 story ends. story ends.
  
-<box+<box round green|ABBREVIATIONS>
-**ABBREVIATIONS \\+
 PC = Player Character \\ PC = Player Character \\
 NPC = Non-Player Character \\ NPC = Non-Player Character \\
 GM = Gamemaster \\ GM = Gamemaster \\
 YZE = Year Zero Engine \\ YZE = Year Zero Engine \\
-SRD = Standard Reference Document **+SRD = Standard Reference Document
 </box> </box>
  
-<box+<box round green|YOU AND OTHERS>
-**YOU AND OTHERS \\+
 Most of the rules in this document are written in the second person – i.e., speaking to “you.” Rules that apply to you also apply Most of the rules in this document are written in the second person – i.e., speaking to “you.” Rules that apply to you also apply
 to others in the game, both PCs and NPCs, unless explicitly stated to others in the game, both PCs and NPCs, unless explicitly stated
-otherwise.**+otherwise.
 </box> </box>
  
Line 83: Line 81:
  
 ==== ACCESSIBLE ==== ==== ACCESSIBLE ====
 +
 The basics of the Year Zero Engine are very easy to learn. It is The basics of the Year Zero Engine are very easy to learn. It is
 easy to teach to new players, making the barrier to play very easy to teach to new players, making the barrier to play very
Line 90: Line 89:
  
 ==== FAST AND DECISIVE ==== ==== FAST AND DECISIVE ====
 +
 The Year Zero Engine is fast, quickly producing meaningful The Year Zero Engine is fast, quickly producing meaningful
 results by removing any dice rolling, bookkeeping and calculations that don’t move the action forward. Year Zero Engine results by removing any dice rolling, bookkeeping and calculations that don’t move the action forward. Year Zero Engine
Line 97: Line 97:
  
 ==== RISKS & REWARDS ==== ==== RISKS & REWARDS ====
 +
 In the Year Zero Engine, you can increase your chances significantly by pushing your roll – i.e. re-rolling the dice – but pushing always comes with a cost. This dynamic constantly pushes In the Year Zero Engine, you can increase your chances significantly by pushing your roll – i.e. re-rolling the dice – but pushing always comes with a cost. This dynamic constantly pushes
 you to weigh risks and rewards, and makes the Year Zero you to weigh risks and rewards, and makes the Year Zero
 Engine particularly suited for harsh, survival-focused games. Engine particularly suited for harsh, survival-focused games.
  
-<box+<box round green|THESE SIDEBARS>
-**THESE SIDEBARS \\+
 Sidebars such as this one are interspersed throughout this rules Sidebars such as this one are interspersed throughout this rules
 text. They typically contain rules variants, comments and advice text. They typically contain rules variants, comments and advice
-on how to play.**+on how to play.
 </box> </box>
  
Line 147: Line 147:
  
 ==== CHARACTER SHEETS ==== ==== CHARACTER SHEETS ====
 +
 To document your character, you use a character sheet. This To document your character, you use a character sheet. This
 document does not include a character sheet, as any YZE document does not include a character sheet, as any YZE
Line 154: Line 155:
  
 ==== DICE ==== ==== DICE ====
 +
 As a character in a Year Zero Engine game, you will have to As a character in a Year Zero Engine game, you will have to
 take risks. Sooner or later, you will end up in situations where take risks. Sooner or later, you will end up in situations where
Line 162: Line 164:
 require dice in different colors. require dice in different colors.
  
-<box+<box round green|ROLLING DICE>
-**ROLLING DICE \\+
 The rules will sometimes ask you to roll D3, 2D6, D66, and The rules will sometimes ask you to roll D3, 2D6, D66, and
 D100. D3 means you roll a D6 and divide the result by two, D100. D3 means you roll a D6 and divide the result by two,
Line 174: Line 175:
 by rolling three six-sided dice. The first die then counts as the by rolling three six-sided dice. The first die then counts as the
 hundreds digit, the second as the tens digit and the third as the hundreds digit, the second as the tens digit and the third as the
-ones digit.**+ones digit.
 </box> </box>
  
Line 185: Line 186:
  
 ==== MEASURING TIME ==== ==== MEASURING TIME ====
 +
 Three units are used to measure time in YZE games, depending on the situation at hand. See the adjacent table. The exact Three units are used to measure time in YZE games, depending on the situation at hand. See the adjacent table. The exact
 duration of a round, stretch and shift can vary depending on duration of a round, stretch and shift can vary depending on
Line 234: Line 236:
 and game setting. and game setting.
  
-<box+<box round green|SEVEN STEPS OF CREATION>
-**SEVEN STEPS OF CREATION \\+
 How you create your player character is explained in detail in How you create your player character is explained in detail in
 this chapter. The summary below is a helpful overview. Grab a this chapter. The summary below is a helpful overview. Grab a
Line 245: Line 246:
 5. Determine your personality traits. \\ 5. Determine your personality traits. \\
 6. Pick your gear. \\ 6. Pick your gear. \\
-7. Choose a name. **+7. Choose a name.
 </box> </box>
  
Line 271: Line 272:
 when you roll dice to perform actions in the game, and also when you roll dice to perform actions in the game, and also
 determine how much damage and stress can withstand before determine how much damage and stress can withstand before
-you become broken. Read more about this in Chapter 4. \\ +you become broken. Read more about this in Chapter 4. 
-**✦ STRENGTH**: Raw muscle power and brawn \\ + 
-**✦ AGILITY**: Body control, speed, and motor skills \\ +**✦ STRENGTH**: Raw muscle power and brawn 
-**✦ WITS**: Sensory perception, intelligence, and sanity \\+ 
 +**✦ AGILITY**: Body control, speed, and motor skills 
 + 
 +**✦ WITS**: Sensory perception, intelligence, and sanity 
 **✦ EMPATHY**: Personal charisma and ability to manipulate **✦ EMPATHY**: Personal charisma and ability to manipulate
 others others
Line 331: Line 336:
 **✦ HEALTH**: Your starting Health equals the average of your **✦ HEALTH**: Your starting Health equals the average of your
 Strength and Agility scores, rounding fractions up, plus Strength and Agility scores, rounding fractions up, plus
-one. \\+one. 
 **✦ RESOLVE**: Your starting Resolve equals the average of your **✦ RESOLVE**: Your starting Resolve equals the average of your
 Wits and Empathy scores, rounding up, plus one. Wits and Empathy scores, rounding up, plus one.
Line 339: Line 345:
 **✦ HEALTH**: Your starting Health equals the sum of the die **✦ HEALTH**: Your starting Health equals the sum of the die
 size for your Strength and Agility scores divided by 4, size for your Strength and Agility scores divided by 4,
-rounding fractions up. \\+rounding fractions up. 
 **✦ RESOLVE**: Your starting Resolve equals the sum of the **✦ RESOLVE**: Your starting Resolve equals the sum of the
 die size for your Wits and Empathy scores divided by 4, die size for your Wits and Empathy scores divided by 4,
Line 349: Line 356:
 the Year Zero Engine, which don’t require Health or Resolve the Year Zero Engine, which don’t require Health or Resolve
 scores at all. Two variants are described below: scores at all. Two variants are described below:
-**✦ JUST HEALTH**: Some YZE games have only a Health rating, not Resolve. \\+ 
 +**✦ JUST HEALTH**: Some YZE games have only a Health rating, not Resolve. 
 **✦ ATTRIBUTE DAMAGE**: You suffer damage directly on your **✦ ATTRIBUTE DAMAGE**: You suffer damage directly on your
 attributes, reducing your effectiveness. You are broken if attributes, reducing your effectiveness. You are broken if
-any attribute is reduced to zero. \\+any attribute is reduced to zero. 
 **✦ CONDITIONS**: Each point of damage gives you a condition **✦ CONDITIONS**: Each point of damage gives you a condition
 (page 21) and you are broken when you have suffered a (page 21) and you are broken when you have suffered a
Line 496: Line 506:
 even more gear. even more gear.
  
-<box+<box round green|ENCUMBERANCE VARIANTS>
-**ENCUMBRANCE VARIANTS \\+
 The YZE encumbrance rules can be modified according to the The YZE encumbrance rules can be modified according to the
 type of game. Two options follow below. type of game. Two options follow below.
Line 508: Line 517:
 record-keeping. record-keeping.
  
-NO ENCUMBRANCE: If your YZE game is not focused on gear, you +**NO ENCUMBRANCE**: If your YZE game is not focused on gear, you 
-can do away with encumbrance rules **+can do away with encumbrance rules
 </box> </box>
  
Line 544: Line 553:
 session. Talk it through and let the whole group discuss what session. Talk it through and let the whole group discuss what
 has happened. For each of the below questions that you can has happened. For each of the below questions that you can
-reply “yes” to, you get one XP: \\ +reply “yes” to, you get one XP: 
-✦ Did you participate in the game session? \\ + 
-✦ Did you explore a new location? \\ +✦ Did you participate in the game session? 
-✦ Did you defeat one or more dangerous adversaries? \\ + 
-✦ Did you overcome an obstacle without using force? \\+✦ Did you explore a new location? 
 + 
 +✦ Did you defeat one or more dangerous adversaries? 
 + 
 +✦ Did you overcome an obstacle without using force? 
 ✦ Did you act according to your weakness / dark secret / big ✦ Did you act according to your weakness / dark secret / big
-dream / relationships (page 6)? \\ +dream / relationships (page 6)? 
-✦ Did you perform another extraordinary action of some kind? \\+ 
 +✦ Did you perform another extraordinary action of some kind? 
 ✦ Specific games can award XP for other actions as well. ✦ Specific games can award XP for other actions as well.
  
Line 616: Line 632:
 to break out the dice and use one of your skills. to break out the dice and use one of your skills.
  
-<box>  +<box round green|THE 12 CORE SKILLS
-** THE 12 CORE SKILLS \\+
 ✦ Force (Strength) \\ ✦ Force (Strength) \\
 ✦ Melee (Strength) \\ ✦ Melee (Strength) \\
Line 629: Line 644:
 ✦ Healing (Empathy) \\ ✦ Healing (Empathy) \\
 ✦ Insight (Empathy) \\ ✦ Insight (Empathy) \\
-✦ Persuasion (Empathy) **+✦ Persuasion (Empathy)
 </box> </box>
  
Line 688: Line 703:
 situation and the skill used. In combat, extra successes can situation and the skill used. In combat, extra successes can
 increase the damage done. For other skills, you can suggest a increase the damage done. For other skills, you can suggest a
-bonus effect yourself. The GM has final say. Some suggestions: \\ +bonus effect yourself. The GM has final say. Some suggestions: 
-✦ You act quickly. \\ + 
-✦ You act quietly. \\ +✦ You act quickly. 
-✦ You help another character. \\ + 
-✦ You impress someone. \\ +✦ You act quietly. 
-✦ You discover something unexpected. \\+ 
 +✦ You help another character. 
 + 
 +✦ You impress someone. 
 + 
 +✦ You discover something unexpected.
  
 **MORE SUCCESSES**: Rolling three or even more successes **MORE SUCCESSES**: Rolling three or even more successes
Line 716: Line 736:
 you can push the roll. you can push the roll.
  
-<box+<box round green|CUSTOM DICE>
-**CUSTOM DICE \\+
 Several YZE games have sets of custom dice available. These often have special symbols on the 1 and 6 sides, to make it easier Several YZE games have sets of custom dice available. These often have special symbols on the 1 and 6 sides, to make it easier
-to identify successes and banes. **+to identify successes and banes.
 </box> </box>
  
Line 840: Line 859:
 your second try, you are stuck dealing with the consequences. your second try, you are stuck dealing with the consequences.
  
-<box+<box round green|WHAT PUSHING MEANS>
-**WHAT PUSHING MEANS \\+
 How a pushed roll plays out in story terms depends on what skill How a pushed roll plays out in story terms depends on what skill
 you are using. It can take the form of a great physical exertion, you are using. It can take the form of a great physical exertion,
-total mental focus, or emotional strain.**+total mental focus, or emotional strain.
 </box> </box>
  
Line 990: Line 1008:
 cases, ties have specific effects. If a tie needs to be broken, reroll the opposed roll to determine the outcome. cases, ties have specific effects. If a tie needs to be broken, reroll the opposed roll to determine the outcome.
  
-<box+<box round green|NPCS AND SKILLS>
-**NPCS AND SKILLS \\+
 Non-Player Characters use skills in the same way as player Non-Player Characters use skills in the same way as player
 characters. The GM rolls dice for them, and they can push their characters. The GM rolls dice for them, and they can push their
Line 998: Line 1015:
 player character or is attempting to save them. When an NPC player character or is attempting to save them. When an NPC
 performs an action that does not directly affect a PC, the GM can performs an action that does not directly affect a PC, the GM can
-simply decide what happens, without rolling dice. **+simply decide what happens, without rolling dice.
 </box> </box>
  
Line 1177: Line 1194:
 group, you usually address the group’s leader or spokesperson. group, you usually address the group’s leader or spokesperson.
  
-<box+<box round green|NEGOTIATING POSITION>
-**NEGOTIATING POSITION \\+
 Your chances of Persuading someone are affected by your Your chances of Persuading someone are affected by your
 negotiating position. Each of the following factors gives you +1 negotiating position. Each of the following factors gives you +1
Line 1192: Line 1208:
 ✦ Your opponent has nothing to gain by helping you. \\ ✦ Your opponent has nothing to gain by helping you. \\
 ✦ You are held captive by your opponent. \\ ✦ You are held captive by your opponent. \\
-✦ You are having trouble hearing or understanding each other. **+✦ You are having trouble hearing or understanding each other.
 </box> </box>
  
Line 1210: Line 1226:
 should be considered examples only. should be considered examples only.
  
-<box+<box round green|TIERED SPECIALTIES>
-**TIERED SPECIALTIES \\+
 In most YZE games, specialties are not rated – you either have In most YZE games, specialties are not rated – you either have
 them or you don’t. Some games, however, have specialties tiered them or you don’t. Some games, however, have specialties tiered
 in ranks – usually three. Each rank gives you additional bonuses in ranks – usually three. Each rank gives you additional bonuses
 or effects. Tiered specialties give the game more complexity and or effects. Tiered specialties give the game more complexity and
-“crunch.” Low-crunch games don’t even need specialties at all. **+“crunch.” Low-crunch games don’t even need specialties at all.
 </box> </box>
  
Line 1260: Line 1275:
  
 ==== HARD HITTER ==== ==== HARD HITTER ====
 +
 You get a +1 modification to Melee Combat if you sacrifice You get a +1 modification to Melee Combat if you sacrifice
 your fast action in the round. your fast action in the round.
Line 1302: Line 1318:
 final say. final say.
  
-<box+<box round green|WILLPOWER SPECIALTiES>
-**WILLPOWER SPECIALTIES \\+
 Some Year Zero Engine games include specialties that require Some Year Zero Engine games include specialties that require
 Willpower Points to use (page 30). Such specialties are typically reserved for specific archetypes or character classes. Willpower Points to use (page 30). Such specialties are typically reserved for specific archetypes or character classes.
-** 
 </box> </box>
  
Line 1354: Line 1368:
 can be a specialist at fighting unarmed. can be a specialist at fighting unarmed.
  
-<box+<box round green|MAGIC SPECIALTIES> 
-** MAGIC SPECIALTIES \\ +In YZE games that include magic, each discipline of magic is typically a specialty of its own. Such specialties of magic are usually tiered (page 13) and use Willpower Points (page 30).
-In YZE games that include magic, each discipline of magic is typically a specialty of its own. Such specialties of magic are usually tiered (page 13) and use Willpower Points (page 30). **+
 </box> </box>
  
Line 1378: Line 1391:
 GM can make a quick sketch of the area or simply describe it. GM can make a quick sketch of the area or simply describe it.
  
-<box+<box round green|PLAYING WITHOUT MAPS>
-**PLAYING WITHOUT MAPS \\+
 Although maps can be useful, you can always choose not to use Although maps can be useful, you can always choose not to use
 them and let certain conflicts play out only in the “theater of the them and let certain conflicts play out only in the “theater of the
 mind.” This can be a good solution in close quarters conflicts mind.” This can be a good solution in close quarters conflicts
-between a small number of combatants.**+between a small number of combatants.
 </box> </box>
  
Line 1476: Line 1488:
 following Round. following Round.
  
-<box>** +<box round green|HIDDEN INITIATIVE>
-HIDDEN INITIATIVE \\+
 As an alternative rule to create more uncertainty, you can keep As an alternative rule to create more uncertainty, you can keep
 initiative cards secret. The GM then calls out initiative numbers, initiative cards secret. The GM then calls out initiative numbers,
 starting at #1, and each combatant shows their card and performs their actions once their number comes up. In this variant, starting at #1, and each combatant shows their card and performs their actions once their number comes up. In this variant,
 the initiative must be drawn again at the start of each round. the initiative must be drawn again at the start of each round.
-**</box>+</box>
  
 ==== YOUR TURN ==== ==== YOUR TURN ====
Line 1502: Line 1513:
 group is up to the GM. group is up to the GM.
  
-<box>** +<box round green|MARK YOUR ACTIONS>
-MARK YOUR ACTIONS \\+
 Because helping and reactive actions occur out of turn, it can be Because helping and reactive actions occur out of turn, it can be
 hard to keep track of how many actions the combatants have hard to keep track of how many actions the combatants have
Line 1511: Line 1521:
 around 180 degrees once both actions in the turn are used up. around 180 degrees once both actions in the turn are used up.
 All actions are refreshed at the start of each round. All actions are refreshed at the start of each round.
-**</box>+</box>
  
 ===== SLOW & FAST ACTIONS ===== ===== SLOW & FAST ACTIONS =====
Line 1537: Line 1547:
 i.e. it breaks the initiative order in the round. i.e. it breaks the initiative order in the round.
  
-SLOW ACTIONS+**SLOW ACTIONS**
 ^ ACTION ^ PREREQUISITE ^ SKILL ^ ^ ACTION ^ PREREQUISITE ^ SKILL ^
 | Crawl | You are prone | — | | Crawl | You are prone | — |
Line 1546: Line 1556:
 | Persuade | Your opponent can hear you | Persuasion | | Persuade | Your opponent can hear you | Persuasion |
  
-FAST ACTIONS+**FAST ACTIONS**
 ^ FAST ACTION ^ PREREQUISITE ^ SKILL ^ ^ FAST ACTION ^ PREREQUISITE ^ SKILL ^
 | Run | No Engaged enemy | Mobility (in cluttered zone) | | Run | No Engaged enemy | Mobility (in cluttered zone) |
Line 1764: Line 1774:
 page 19). Simple single-shot weapons need to be reloaded page 19). Simple single-shot weapons need to be reloaded
 after each shot. Reloading a firearm is a slow action. after each shot. Reloading a firearm is a slow action.
- 
  
 ==== BOWS & SLINGSHOTS ==== ==== BOWS & SLINGSHOTS ====
Line 1790: Line 1799:
 must make a supply roll (page 7) for ammunition. must make a supply roll (page 7) for ammunition.
  
-<box>** +<box round green|AMMO DICE>
-AMMO DICE \\+
 If you want more detail and complexity for managing firearms, If you want more detail and complexity for managing firearms,
 you can use the ammo dice system. Ammo dice are always D6s, you can use the ammo dice system. Ammo dice are always D6s,
Line 1816: Line 1824:
 ammo dice is equal to or more than the number of rounds you ammo dice is equal to or more than the number of rounds you
 have left in the magazine, your magazine is completely emptied. have left in the magazine, your magazine is completely emptied.
-**</box>+</box>
  
 ==== OVERWATCH ==== ==== OVERWATCH ====
Line 1874: Line 1882:
 counts as in the inventory list. counts as in the inventory list.
  
-<box>** +<box round green|OTHER RATINGS>
-OTHER RATINGS \\+
 In some YZE games, weapons have additional ratings. Examples In some YZE games, weapons have additional ratings. Examples
 are listed below: \\ are listed below: \\
Line 1886: Line 1893:
 ✦ RATE OF FIRE: This rating is used for the ammo dice rules for ✦ RATE OF FIRE: This rating is used for the ammo dice rules for
 firearms (page 19). firearms (page 19).
-**</box>+</box>
  
 **WEAPONS** **WEAPONS**
Line 1909: Line 1916:
 Resolve scores, directly reduce your attributes, or give you Resolve scores, directly reduce your attributes, or give you
 conditions (page 21). conditions (page 21).
- 
  
 ==== SUFFERING DAMAGE & STRESS ==== ==== SUFFERING DAMAGE & STRESS ====
Line 1929: Line 1935:
 of suffering even more stress if you get any on the re-roll. of suffering even more stress if you get any on the re-roll.
  
-<box>** +<box round green|ATTRIBUTE DAMAGE>
-ATTRIBUTE DAMAGE \\+
 In some YZE games, damage is inflicted directly on your core attributes. When pushing a roll, you suffer damage to the attribute In some YZE games, damage is inflicted directly on your core attributes. When pushing a roll, you suffer damage to the attribute
 rolled for. Only base dice from the attribute count, not from skills. rolled for. Only base dice from the attribute count, not from skills.
Line 1939: Line 1944:
 Games with attribute damage don’t use the term “stress” – Games with attribute damage don’t use the term “stress” –
 instead, stressful situations inflict damage to your Wits. instead, stressful situations inflict damage to your Wits.
-**</box>+</box>
  
 **STRESSFUL SITUATIONS** **STRESSFUL SITUATIONS**
Line 2062: Line 2067:
 heal damage and stress at the same time. heal damage and stress at the same time.
  
-<box>** +<box round green|BROKEN NPCS>
-BROKEN NPCS \\+
 NPCs can be broken in the same ways as PCs. An NPC can NPCs can be broken in the same ways as PCs. An NPC can
 use Healing on a PC and vice versa. However, dice are usually use Healing on a PC and vice versa. However, dice are usually
Line 2069: Line 2073:
 decides what happens. The GM can also decide that a minor NPC decides what happens. The GM can also decide that a minor NPC
 who is broken by damage simply dies. who is broken by damage simply dies.
-**</box>+</box>
  
 ===== CRITICAL INJURIES ===== ===== CRITICAL INJURIES =====
Line 2089: Line 2093:
 you rolls two or more successes. you rolls two or more successes.
  
-<box>** +<box round green|PUSHED DAMAGE>
-PUSHED DAMAGE \\+
 There is one case where you don’t risk any critical injury when There is one case where you don’t risk any critical injury when
 broken: when you push a roll so hard that you break yourself. broken: when you push a roll so hard that you break yourself.
 This is very rare, but it can happen. This means you can never This is very rare, but it can happen. This means you can never
 kill yourself by pushing a roll. kill yourself by pushing a roll.
-**</box>+</box>
  
 ==== ROLLING FOR THE CRIT ==== ==== ROLLING FOR THE CRIT ====
Line 2152: Line 2155:
 suffer the effects of a critical injury. suffer the effects of a critical injury.
  
-<box>** +<box round green|OTHER TYPES OF DAMAGE>
-OTHER TYPES OF DAMAGE \\+
 For some special types of physical damage – for example from For some special types of physical damage – for example from
 fire, cold, starvation, etc. – the critical damage table is not used. fire, cold, starvation, etc. – the critical damage table is not used.
 Instead, the effects of being broken by these forms of damage Instead, the effects of being broken by these forms of damage
 are described in the relevant rules section below. are described in the relevant rules section below.
-**</box>+</box>
  
 **CRITICAL INJURIES – PHYSICAL** **CRITICAL INJURIES – PHYSICAL**
Line 2276: Line 2278:
 | 6         | C         | 2           | | 6         | C         | 2           |
 | 3         | D         | 1           | | 3         | D         | 1           |
- 
  
 ==== FALLING ==== ==== FALLING ====
Line 2414: Line 2415:
 ==== VEHICLE ATTRIBUTES ==== ==== VEHICLE ATTRIBUTES ====
  
-**PASSENGERS**: The number of people that can ride in the vehi- +**PASSENGERS**: The number of people that can ride in the vehicle, in addition to the driver.
-cle, in addition to the driver.+
  
 **MANEUVERABILITY**: A modifier to all skill rolls with this **MANEUVERABILITY**: A modifier to all skill rolls with this
Line 2421: Line 2421:
 and heavy ones. and heavy ones.
  
-**HULL**: How much damage the vehicle can take before becom- +**HULL**: How much damage the vehicle can take before becoming wrecked.
-ing wrecked.+
  
 **ARMOR**: The armor rating of the vehicle. **ARMOR**: The armor rating of the vehicle.
Line 2484: Line 2483:
  
 ==== REPAIRS ==== ==== REPAIRS ====
 +
 Repairing damage to a vehicle requires one or several Crafting Repairing damage to a vehicle requires one or several Crafting
 rolls. One roll can be made per shift. Only one person can roll rolls. One roll can be made per shift. Only one person can roll
Line 2545: Line 2545:
 simply does nothing in the round. simply does nothing in the round.
  
-<box>** +<box round green|RUNNERS vs VEHICLES>
-RUNNERS vs VEHICLES \\+
 If one participant in a chase is running while the other is in a vehicle, the chase rules work normally – just use the applicable skill for If one participant in a chase is running while the other is in a vehicle, the chase rules work normally – just use the applicable skill for
 each participant. In a bustling street environment, it’s not necessarily each participant. In a bustling street environment, it’s not necessarily
Line 2553: Line 2552:
 comes into play, the participant in a vehicle gets a +2 modifier to all comes into play, the participant in a vehicle gets a +2 modifier to all
 Pursue/Flee rolls in a chase against an opponent on foot. Pursue/Flee rolls in a chase against an opponent on foot.
-**</box>+</box>
  
 ==== CHASE MANEUVERS ==== ==== CHASE MANEUVERS ====
Line 2612: Line 2611:
 participant during the Round. The GM has final say. participant during the Round. The GM has final say.
  
-<box>** +<box round green|MULTIPLE PARTICIPANTS>
-MULTIPLE PARTICIPANTS \\+
 If there are more than two participants in a chase, there are If there are more than two participants in a chase, there are
 two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/vehicle on two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/vehicle on
Line 2630: Line 2628:
 position relative to the target. You count as pursuer in relation position relative to the target. You count as pursuer in relation
 to all participants in front of you, and as prey in relation to all to all participants in front of you, and as prey in relation to all
-participants behind you. **</box> +participants behind you. 
 +</box>
  
 ==== CHASE OBSTACLES ==== ==== CHASE OBSTACLES ====
Line 2647: Line 2645:
 as needed. as needed.
  
-<box>** +<box round green|FIRING FROM VEHICLES>
-FIRING FROM VEHICLES \\+
 Passengers can make ranged attacks from a vehicle in a Passengers can make ranged attacks from a vehicle in a
 chase, and these attacks are performed immediately after the chase, and these attacks are performed immediately after the
Line 2661: Line 2658:
 targeting systems with their own Marksmanship skill and can fire targeting systems with their own Marksmanship skill and can fire
 at the driver’s command (no action), eliminating the need for a at the driver’s command (no action), eliminating the need for a
-gunner. +gunner. </box>
-**</box> +
  
 **FOOT CHASE OBSTACLES** **FOOT CHASE OBSTACLES**
Line 2802: Line 2797:
 | 12 | Your magic rips open a rift to another dimension, and a demon pulls you over to the other side. Time to make a new character. Your old character will come back as an NPC after D66 days but will be… changed. | | 12 | Your magic rips open a rift to another dimension, and a demon pulls you over to the other side. Time to make a new character. Your old character will come back as an NPC after D66 days but will be… changed. |
  
-<box round green|RITUALS>** +<box round green|RITUALS>
-RITUALS \\+
 Some complicated spells can’t be cast as an action in combat, as Some complicated spells can’t be cast as an action in combat, as
 they require more time and preparation. A typical ritual takes a they require more time and preparation. A typical ritual takes a
 shift of time to perform. Rituals often have other prerequisites, shift of time to perform. Rituals often have other prerequisites,
 such as ingredients that must be used to perform the ritual. such as ingredients that must be used to perform the ritual.
-**</box>+</box>
  
 ===== GENERAL SPELLS ===== ===== GENERAL SPELLS =====
Line 2828: Line 2822:
 decreased by the power level of the Magical Seal. decreased by the power level of the Magical Seal.
  
-<box>** +<box round green|GRIMOIRES>
-GRIMOIRES \\+
 You don’t need your spells written down to cast them, but it makes You don’t need your spells written down to cast them, but it makes
 it easier to get it right. Grimoires are highly sought-after artifacts it easier to get it right. Grimoires are highly sought-after artifacts
Line 2835: Line 2828:
 is considered one step lower than usual. In combat, you must spend is considered one step lower than usual. In combat, you must spend
 a fast action readying your grimoire before you can cast the spell. a fast action readying your grimoire before you can cast the spell.
-**</box>+</box>
  
-<box>** +<box round green|NPCS & SPELLCASTING>
-NPCS & SPELLCASTING \\+
 NPCs don’t have pools of Willpower Points. Instead, when an NPCs don’t have pools of Willpower Points. Instead, when an
 NPC casts a spell, the GM may simply choose a base power level NPC casts a spell, the GM may simply choose a base power level
 up to the caster’s rank in the magic discipline used. Roll normally up to the caster’s rank in the magic discipline used. Roll normally
 to determine any overcharging or magic mishap. to determine any overcharging or magic mishap.
-**</box>+</box>
  
 ==== SENSE MAGIC ==== ==== SENSE MAGIC ====
Line 3970: Line 3962:
 again as outlined above, but the roll gets a −2 modifier. again as outlined above, but the roll gets a −2 modifier.
  
-<box>** +<box round green|NAVIGATION>
-NAVIGATION \\+
 When moving off-road through a hex with no road in it, no When moving off-road through a hex with no road in it, no
 matter if you are marching or driving, one person in your group matter if you are marching or driving, one person in your group
Line 3978: Line 3969:
 even roll, you enter the hex to the right of the target hex, and on even roll, you enter the hex to the right of the target hex, and on
 an odd roll, the hex to the left. an odd roll, the hex to the left.
-**</box>+</box>
  
 ===== DRIVING ===== ===== DRIVING =====
  • year_zero_engine_1.0.1681010387.txt.gz
  • Last modified: 2023/04/08 22:19
  • by robert