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year_zero_engine_1.0 [2023/04/08 22:19] – [CASTING A SPELL] robert | year_zero_engine_1.0 [2023/06/29 17:32] (current) – [VEHICLE ATTRIBUTES] robert | ||
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story ends. | story ends. | ||
- | <box> | + | < |
- | **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> | + | < |
- | **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. |
</ | </ | ||
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==== 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 | ||
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==== 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 | ||
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==== 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> | + | < |
- | **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. |
</ | </ | ||
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==== 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 | ||
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==== 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 | ||
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require dice in different colors. | require dice in different colors. | ||
- | <box> | + | < |
- | **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, | ||
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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. |
</ | </ | ||
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==== 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 | ||
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and game setting. | and game setting. | ||
- | <box> | + | < |
- | **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 | ||
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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. |
</ | </ | ||
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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, | + | |
+ | **✦ AGILITY**: Body control, speed, and motor skills | ||
+ | |||
+ | **✦ WITS**: Sensory perception, intelligence, | ||
**✦ EMPATHY**: Personal charisma and ability to manipulate | **✦ EMPATHY**: Personal charisma and ability to manipulate | ||
others | others | ||
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**✦ 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. | ||
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**✦ 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, | ||
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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**: | **✦ CONDITIONS**: | ||
(page 21) and you are broken when you have suffered a | (page 21) and you are broken when you have suffered a | ||
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even more gear. | even more gear. | ||
- | <box> | + | < |
- | **ENCUMBRANCE | + | |
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. | ||
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record-keeping. | record-keeping. | ||
- | NO ENCUMBRANCE: | + | **NO ENCUMBRANCE**: If your YZE game is not focused on gear, you |
- | can do away with encumbrance rules ** | + | can do away with encumbrance rules |
</ | </ | ||
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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. | ||
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to break out the dice and use one of your skills. | to break out the dice and use one of your skills. | ||
- | <box> | + | < |
- | ** THE 12 CORE SKILLS | + | |
✦ Force (Strength) \\ | ✦ Force (Strength) \\ | ||
✦ Melee (Strength) \\ | ✦ Melee (Strength) \\ | ||
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✦ Healing (Empathy) \\ | ✦ Healing (Empathy) \\ | ||
✦ Insight (Empathy) \\ | ✦ Insight (Empathy) \\ | ||
- | ✦ Persuasion (Empathy) | + | ✦ Persuasion (Empathy) |
</ | </ | ||
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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**: | **MORE SUCCESSES**: | ||
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you can push the roll. | you can push the roll. | ||
- | <box> | + | < |
- | **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. |
</ | </ | ||
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your second try, you are stuck dealing with the consequences. | your second try, you are stuck dealing with the consequences. | ||
- | <box> | + | < |
- | **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. |
</ | </ | ||
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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> | + | < |
- | **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 | ||
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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. |
</ | </ | ||
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group, you usually address the group’s leader or spokesperson. | group, you usually address the group’s leader or spokesperson. | ||
- | <box> | + | < |
- | **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 | ||
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✦ 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. |
</ | </ | ||
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should be considered examples only. | should be considered examples only. | ||
- | <box> | + | < |
- | **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. |
</ | </ | ||
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==== 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. | ||
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final say. | final say. | ||
- | <box> | + | < |
- | **WILLPOWER | + | |
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. | ||
- | ** | ||
</ | </ | ||
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can be a specialist at fighting unarmed. | can be a specialist at fighting unarmed. | ||
- | <box> | + | < |
- | ** 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). ** | + | |
</ | </ | ||
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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> | + | < |
- | **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. |
</ | </ | ||
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following Round. | following Round. | ||
- | <box>** | + | < |
- | HIDDEN INITIATIVE | + | |
As an alternative rule to create more uncertainty, | As an alternative rule to create more uncertainty, | ||
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. | ||
- | **</ | + | </ |
==== YOUR TURN ==== | ==== YOUR TURN ==== | ||
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group is up to the GM. | group is up to the GM. | ||
- | <box>** | + | < |
- | 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 | ||
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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. | ||
- | **</ | + | </ |
===== SLOW & FAST ACTIONS ===== | ===== SLOW & FAST ACTIONS ===== | ||
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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 | — | | ||
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| 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) | | ||
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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 ==== | ||
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must make a supply roll (page 7) for ammunition. | must make a supply roll (page 7) for ammunition. | ||
- | <box>** | + | < |
- | 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, | ||
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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. | ||
- | **</ | + | </ |
==== OVERWATCH ==== | ==== OVERWATCH ==== | ||
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counts as in the inventory list. | counts as in the inventory list. | ||
- | <box>** | + | < |
- | 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: \\ | ||
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✦ 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). | ||
- | **</ | + | </ |
**WEAPONS** | **WEAPONS** | ||
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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 ==== | ||
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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>** | + | < |
- | 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. | ||
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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. | ||
- | **</ | + | </ |
**STRESSFUL SITUATIONS** | **STRESSFUL SITUATIONS** | ||
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heal damage and stress at the same time. | heal damage and stress at the same time. | ||
- | <box>** | + | < |
- | 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 | ||
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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. | ||
- | **</ | + | </ |
===== CRITICAL INJURIES ===== | ===== CRITICAL INJURIES ===== | ||
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you rolls two or more successes. | you rolls two or more successes. | ||
- | <box>** | + | < |
- | 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. | ||
- | **</ | + | </ |
==== ROLLING FOR THE CRIT ==== | ==== ROLLING FOR THE CRIT ==== | ||
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suffer the effects of a critical injury. | suffer the effects of a critical injury. | ||
- | <box>** | + | < |
- | 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. | ||
- | **</ | + | </ |
**CRITICAL INJURIES – PHYSICAL** | **CRITICAL INJURIES – PHYSICAL** | ||
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| 6 | C | 2 | | | 6 | C | 2 | | ||
| 3 | D | 1 | | | 3 | D | 1 | | ||
- | |||
==== FALLING ==== | ==== FALLING ==== | ||
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==== VEHICLE ATTRIBUTES ==== | ==== VEHICLE ATTRIBUTES ==== | ||
- | **PASSENGERS**: | + | **PASSENGERS**: |
- | cle, in addition to the driver. | + | |
**MANEUVERABILITY**: | **MANEUVERABILITY**: | ||
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and heavy ones. | and heavy ones. | ||
- | **HULL**: How much damage the vehicle can take before | + | **HULL**: How much damage the vehicle can take before |
- | ing wrecked. | + | |
**ARMOR**: The armor rating of the vehicle. | **ARMOR**: The armor rating of the vehicle. | ||
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==== 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 | ||
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simply does nothing in the round. | simply does nothing in the round. | ||
- | <box>** | + | < |
- | 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, | each participant. In a bustling street environment, | ||
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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. | ||
- | **</ | + | </ |
==== CHASE MANEUVERS ==== | ==== CHASE MANEUVERS ==== | ||
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participant during the Round. The GM has final say. | participant during the Round. The GM has final say. | ||
- | <box>** | + | < |
- | 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/ | two ways to resolve it. The simplest way is to divide the participants into two sides. Only the slowest person/ | ||
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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. **</ | + | participants behind you. |
+ | </ | ||
==== CHASE OBSTACLES ==== | ==== CHASE OBSTACLES ==== | ||
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as needed. | as needed. | ||
- | <box>** | + | < |
- | 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 | ||
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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. </ |
- | **</ | + | |
**FOOT CHASE OBSTACLES** | **FOOT CHASE OBSTACLES** | ||
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| 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. | ||
- | **</ | + | </ |
===== GENERAL SPELLS ===== | ===== GENERAL SPELLS ===== | ||
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decreased by the power level of the Magical Seal. | decreased by the power level of the Magical Seal. | ||
- | <box>** | + | < |
- | 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 | ||
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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>** | + | < |
- | 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. | ||
- | **</ | + | </ |
==== SENSE MAGIC ==== | ==== SENSE MAGIC ==== | ||
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again as outlined above, but the roll gets a −2 modifier. | again as outlined above, but the roll gets a −2 modifier. | ||
- | <box>** | + | < |
- | 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 | ||
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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. | ||
- | **</ | + | </ |
===== DRIVING ===== | ===== DRIVING ===== |