---------------------------------------------------------------- "It's a good day to do what has to be done by me and help my brother to defeat the enemies!" - John Freeman, FLC ---------------------------------------------------------------- Initiative Roll DEX + Alertness + Combat Reflexes [remember each level of CR adds +2] + 1D10. Determine the number of success levels rolled, and then subtract that from 5. Your first action is taken on this Strike Rank (SR). Your second action (should you have one) is at SR +3, the third at first SR +6, the fourth at the SR+9, etc. You can also take up to your full Movement during your first SR. This is a free action and does not count against your remaining Actions for the round. If you are going to move, you must always do it on your first SR that round. Example: Ciel (a _very_ quick lady who has 4 Actions) scores six successes on her Initiative roll. 5 -6 equals negative one. Her first action is at SR -1, her second at SR 2, her third at SR 5, and her fourth and last action is at SR 8. Your defenses are saved until it's time to use them. Some sample defenses are Parry and Dodge. The first defensive action is at full chance (unless you are attacked from behind or ambushed). If a "1" comes up on the Initiative die roll but isn't followed up by another "1", then your first action will be on SR 5, followed by another action on that SR +3, etc. Essentially you're going last that round, but you still get your attacks and defensive actions. If you roll a "1" and then roll a "1" again, you've Botched; you go last that round (SR 5), lose all your attacks, and can only take defensive actions. Successive attacks or defensive actions are at a cumulative -2. We already figured out how many Actions you have (a derived stat). That shows how many attacks and also how many defensive moves you can make in a Turn. ---------------------------------------------------------------- How do I shot web? - 4chan meme ---------------------------------------------------------------- How You Do Stuff Most actions in this game are stat + skill + 1d10 rolls, with the resulting number determining how many success levels the person rolled. ------------------------------ Success Levels Total Successes 9-10 1/Okay 11-12 2/Decent 13-14 3/Good 15-16 4/Great 17-20 5/Excellent 21-23 6/Amazing 24-26 7/Extraordinary 27-29 8/Outrageous 30-32 9/Superheroic 33-35 10/Godlike ------------------------------ Bullseyes and Botches If you roll a '10' on your Skill Test, and you are doing something related to your specialization, you keep the '10' you rolled and then roll and add in 1D6. If you are not doing something related to your specialization and you roll '10', then keep the '10' you rolled and add in 1D4. If you roll a '1' on a Skill Test, you roll 1D10 and _subtract_ that from your skill + statistic pool. If '1' comes up again, you've rolled Snake Eyes or a Botch. Your storyteller will check page 83 of the main book if that happens. Rolling a Botch/Snake Eyes on an Initiative check means that you can not take any offensive actions that entire round, although you can defend yourself by taking defensive actions (parry, dodge, catch arrows, etc.) If a "1" comes up on the Initiative die roll but isn't followed up by another "1", then your first action will be on SR 5, followed by another action on that SR +3, etc. Essentially you're going last that round, but you still get your attacks and defensive actions. If you roll a "1" and then roll a "1" again, you've Botched; you lose all your attacks, can only take defensive actions, and go last that round (SR 5). ---------------------------------------------------------------- The ninja shaman teetered awesomely at the edge of the rooftop; his motile lettuce foodniliar likewise teetered. "Let's take this to the limit," he sneered at Grimm. "Let's take this to the limit _extreme_." -The Song of the Sorcelator, page 234 ---------------------------------------------------------------- Luck Points and what they can do for you! Luck Points can do different things depending on if the Storyteller is going for a Cinematic or Realistic Setting. The setting for our game is [Cinematic] Realistic. In a Cinematic setting, by spending a Luck Point, you can -halve incoming damage from a wound. -heal back half the Life Points you've lost so far. -Add +10 to the next roll you have to make. -Add +10 to the damage points caused by one of your attacks. In a Realistic setting, Luck points work much the same way, but can only restore 10 Life Points lost to a wound. People are that much closer to death in a Realistic campaign world. Most people save their Luck Points for Consciousness Tests or Death Saves, but if you want to use your points earlier, feel free. ------------------------------ Tasks Shoot something: Dex + Firearms Appraising an old oil painting: Int + Arts and Crafts Aiming: sacrifice all your attacks and go last that turn, but add success levels from a PER + Firearms check to the attack roll. Bandaging wounds: Int + Medicine Build an awesome hi-tech gadget: Int + Technology Build a bomb: Int + Technology Build a mechanical trap or disarm one: Int + Repair Calm an animal: Will + Animal Ken Cast magic: Will + Occultism Clean a Gun: Int + Firearms Clean the Family Mansion: Dex + Domestic Cook a 4-course meal: Intelligence + Domestic Cut the wire to disarm the security system: Per + Security Diagnose computer problems: Per + Computers Disarm a bomb: Per + Technology Dodging: Dex + Dodge Draw upon your own knowledge: Int + Academics, success levels become positive mods to the next Research and identification rolls. Drive something: Dex + Drive Fact-finding at a library: Int + Research Fast-talk or persuasion: Int + Influence Find a mechanical problem: Per + Repair Gymnastics/Parkour/Rock Climbing/Sports: Dex + Athletics Hit something/someone with an object: Dex + Melee Hit someone/something with your fist/head/foot: Dex + Brawl Identify a monster: Int + Occultism Identify a poison or determine cause of death: Per + Medicine Let someone spill their guts: Int + Empathy Notice something: Per + Alertness Pick a lock: Dex + Security Pick a combination lock: Int + Security Recalling something you initially overlooked: Int + Alertness Research monsters: Int + Research Ride a horse: Dex + Animal Ken Search databases: Int + Computers Search for clues: Per + Investigation Seduce someone: Int + Influence (Attractiveness mods apply) Shake someone down: Will + Influence Shoot an arrow: Dex + Wild Card (Archery) Sneak around: Dex + Stealth "Surprise roll": Per + Alertness Throw something at someone: Dex + (Melee -2) Torture someone: Int + Wild Card (Torture) Utilizing your scientific knowledge: Int + Science Write computer programs or hack into a system: Int + Computers ---------------------------------------------------------------- I've prescribed rest because it's hard for a doctor to go wrong with that one. -Juilan Bashir, Deep Space Nine ---------------------------------------------------------------- Healing Life Points are lost to injury, and there are four types of damage, categorized into Bashing, Lethal, Aggravated, and Karmic. Life Points lost to Bashing wounds are recovered at 1/2 a human's CON per day. As long as an attack won't do more than crack a rib, it's Bashing damage. Electricity also causes Bashing damage. A passing Medicine test recovers 2 Life Points lost to Bashing damage per success. Lethal damage comes from things which pierce, stab, slice, cut, and stab. Lethal damage is always x 1.5 before being subtracted from Life Points. If a person loses half or more of his Life Points to Lethal damage, he'll begin to bleed out (losing 1D10 Life Points per hour until his wounds are bandaged). Lethal damage can't be healed except by time. Humans recover from Lethal damage at a rate of CON /4 Life Points per day of bed rest. If in a hospital, they recover CON /3 Life Points per day of rest. Aggravated damage comes from cursed weapons, magic, fire, chemical burns, acid, and other powerful sources. It heals slowly. Aggravated damage heals back at the rate of CON /6 every two days. Karmic damage is typically caused by the Mystic Eyes of Death Perception, and it heals back at the rate of CON/6 every seven days. Supernatural creatures heal faster; Regeneration and Rejuvenation work equally well on Bashing or Lethal damage. They work half as well on Aggravated damage. Supernatural creatures also heal back points of Bashing or Lethal damage in CON per day. It does nothing to speed up healing Karmic damage; that stays at the same rate (CON /6 every seven days). Healing potions, etc. can heal Bashing, Lethal, and Aggravated damage, but can't do much for Karmic damage. The rules for Mana state that when you are at less than half your maximum Mana, you feel tired and listless. This means that you are at -2 to all Occultism checks and -1 to any INT-based skill tests. At zero Mana, you are exhausted and must rest for 8 - WILL hours. At negative Mana, you will pass out and stay out cold until you regain at least 40% of your regular Mana store. ---------------------------------------------------------------- Coach Harrold: Alright, it's raining, all regular gym classes have been postponed, so you know what that means: (holds up a large rubber ball) dodgeball! Now, for those of you that may have forgotten, the rules are as follows: you dodge. - Buffy Season One, Episode Six ---------------------------------------------------------------- Evasive Maneuvers Characters can twist out of the way of a lot of attacks, but bullets and spells are a bit more difficult to evade. Bullets are dodged with a -2 penalty (except by vampires, who are a bit faster than normal human beings). Players have asked if they can dodge spells, and most of the time the answer is going to be _no_. You will have the individual saves listed in the spells description as defense, but not much else. ---------------------------------------------------------------- Experience: that most brutal of teachers. But you learn, my God do you learn. - C.S. Lewis ---------------------------------------------------------------- Experience Points As players participate, they accumulate experience points awarded by the Storyteller. The amount gained depends on the kindness of the Storyteller. - 1 point for showing up that evening. - 1-2 points for roleplaying Nature/Demeanor well. - 1 point for lasting until the end of a Chapter. - 1 point for lasting through a difficult fight. - 2 points or more for surviving a book. ------------------------------ Increasing Skills ------------------------------ The cost of going up a level in a skill is equal to the desired level x 4 in experience points. Going from zero to one in any skill always costs four experience points unless the character has the Quick Learner perk, in which case the first skill level (and only the first skill level) costs two experience points. After that, the cost for additional levels is equal to the desired level x 4. Example: To go from 2 in a skill to 3 costs 12 experience points. ------------------------------ Increasing Primary Statistics ------------------------------ Raising a Primary Statistic costs XP equal to the desired level x 5. Note that humans and certain types of supernatural creatures have characteristic maximums. Humans can improve each primary statistic up to two times, but no more.