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This document provides character creation rules and gameplay mechanics for a tabletop roleplaying game. It outlines how to generate a character's traits, skills, powers, gear, and hindrances/edges. Combat rules are also summarized, including initiative, attacks, damage, shaken/wounded/incapacitated conditions, and bleeding out mechanics. Character sheets track wounds and bennies are used for rerolls and other benefits. The goal is to raise target numbers on dice rolls through high rolls ("aces") and multiple successes ("raises").
This document provides character creation rules and gameplay mechanics for a tabletop roleplaying game. It outlines how to generate a character's traits, skills, powers, gear, and hindrances/edges. Combat rules are also summarized, including initiative, attacks, damage, shaken/wounded/incapacitated conditions, and bleeding out mechanics. Character sheets track wounds and bennies are used for rerolls and other benefits. The goal is to raise target numbers on dice rolls through high rolls ("aces") and multiple successes ("raises").
This document provides character creation rules and gameplay mechanics for a tabletop roleplaying game. It outlines how to generate a character's traits, skills, powers, gear, and hindrances/edges. Combat rules are also summarized, including initiative, attacks, damage, shaken/wounded/incapacitated conditions, and bleeding out mechanics. Character sheets track wounds and bennies are used for rerolls and other benefits. The goal is to raise target numbers on dice rolls through high rolls ("aces") and multiple successes ("raises").
Aces If the player rolls the highest number on a die (6 on a S6, 12 on a D12, etc.) player rolls that die again and adds that to total.
Raise Every 4 points over Target Number is
1. Choose Race or Special Background. a Raise. Figure Traits and Skills. Traits are Agility, Smarts, Spirit, Strength and Vigor. All Traits,Unskilled If PC is unskilled his Skill roll for Skills and Edges start as a D4. 1 point to raise that skill is at 2. a Trait by 1 die type. Players get 5 points to raise or lower Traits. Skills Players get 15 Opposed Rolls First player rolls. His roll points to buy, raise or lower Skills. Figure becomes other players Target Number. Derived Traits Derived Traits are Charisma (starts at 0, may be raised or lowered with Bennies Players get 3 Bennies at start of Edges and Hindrances), Pace (Movement the game. Theyre for re-rolls and other things. most characters have a base 6 movement), Parry (Parr is you defense it is the Target Wild Die Wild Die is a D6 rolled along with Number attackers must hit to do damage - it is normal die. Player chooses highest result (but 2 + Fighting/2 or 2 if no Fighting skill), and Snakeyes fail). Can Ace and Raise on the Wild Toughness (your defense against attacks Die. 2+ Vigor/2).
COMBAT
2. Get Edges and Hindrances. Humans get 1
Edge for free. Hindrances - PCs may take a maximum 1 Major Hindrance and 2 Minor Initiative Players get one card per turn and Hindrances. Major Hindrances = 2 Points, act according to the deck, Ace to Deuce (in Minor Hindrances = 1 point. 2 points will raise case of ties the order is Spade, Heart, a Main Trait by 1 die or the PC can purchase 1 Diamond, Club). If the player gets a Joker He Edge. 1 point will give the PC 1 Skill Point or can act when he wants (even in another round double his starting money. he just hangs on to the card next deal). Plus, Jokers give the PC +2 on Tests and +2 to 3. Purchase Powers. If the genre or Damage. Background permits, buy Powers for your character as per the Background states and Hold PC can hold his action. If a new round the GM allows. comes up before then, he holds his card. Shaken damage cancels Holds. 4. Buy Gear. Each PC starts with the
Surprise Surprising PCs start on Hold,
Stabilized. Surprised PCs make a Notice rolls (or Smarts Raise Stabilizes. No more rolls. if PC doesnt have that Skill). Those who make Fail Character dies. the roll are dealt a card. If other characters make Healing rolls, Melee Attack Target Number is opponents character stabilizes no more rolls. Parry Raises add 1D6 to result. Soak Roll Character can spend a Benny on a Soak Roll (Vigor check) to regain 1 Wound. Ranged Attack Target Number is 4 with Raises take away +1 Wound per Raise. If all range modifiers: the wounds are Soaked it removes any Short -0 Shaken condition. Medium -2 Long -4 Damage Roll damage as listed for weapon (Unarmed = Strength). No Wild Die or Bennies. If total is over targets Toughness target Shaken. You can Ace. Raises add +1D6 to total per Raise Damage Effects 3 Effects: Shaken, Wounded and Incapacitated. Shaken Make immediate Spirit roll. Success = Not Shaken but may only do Free Actions; Raise = Not Shaken and may move normally; Failure = Still Shaken, may only do Free Action. May use Bennies. Wounded All Wild Cards have 3 Wounds. Damage Raises do Wounds. Each wound is -1 to Pace and all Trait Tests. May use Bennies. Incapacitated Character down, must make Vigor roll: 1 or Less Character dies. Fail Roll on Injury Table Effect permanent and char acter is Bleeding Out. Success Roll on Injury Table. Injury gone when healed. Raise Roll on Injury Table. In jury gone in 24 hours. Bleeding Out Character makes Vigor roll immediately and every round they have until they are Stabilized. This happens before cards are dealt. Success Roll again every round until