RedWhiteAndBritfag

Resistance Rules of Engagement

Apr 29th, 2016
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  1. CORE MECHANICS
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  3. For every given challenge, the players must roll 1d10+x each. X is the relevant stat bonus, as well as any unique advantages that can be applied. Some advantages allow you to roll extra dice and pick the highest. The first three rolls will be totaled for your overall result, so act quickly! Once a final number is calculated, this is then compared to a target number.
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  5. Please note that in order to make a roll with a negative modifier, you need to type your throw as "dice=xdy+-z" for example, "dice=1d10+-3".
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  7. If the number rolled is equal to or greater than the target number, the action succeeds. If the number rolled is lower than the target, the action fails, or is accomplished badly.
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  9. In the event that at least one of the dice rolled is a natural 10, then the action has critically succeeded. This results in one additional degree of success, which can be used to turn an overall failure into a success by turning the degrees of failure into a positive number!
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  11. Conversely, if at least one natural 1 is rolled, then the action has critically failed. This adds an additional degree of failure to the roll, but ONLY if the roll would have failed anyway. If the roll succeeds despite the roll of a 1, then no degrees of success are subtracted.
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  13. BASIC STATS
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  15. Ranged Skill - Used for everything from firing a gun, to calculating artillery
  16. Combat Skill - Useful in combat, as you'd imagine. Close-quarters fighting and tossing grenades comes from here
  17. Body - Physical strength and endurance, useful for resisting damage and enduring hardship
  18. Agility - Speed and reflexes, helps determine Action Points and chance to avoid attacks
  19. Wits - Quick thinking and general logic. Can be used for many skills, including some (but not all) social tests. Also helps determine Action Points
  20. Social - Personality and conversation. Can be used to inspire others, deceive guards and open certain doors
  21. Luck - Can be spent in various ways, to modify rolls
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  23. Luck points may be spent in one of two ways. Either, a point of Luck may be spent to add your luck stat as a flat bonus to all rolls for an action, or a point of Luck may be spent to re-roll a single die, before the results are tallied. If the players wish to use a point of luck, THEY MUST SAY SO in a manner that reaches the QM's attention
  24. Spent Luck points refresh to maximum after every completed objective.
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  26. DEGREES OF SUCCESS AND FAILURE
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  28. Every five points above or below the target number is an extra 'degree' of success or failure. The higher these degrees, the more spectacular the success, or the more crushing the failure. Particularly triumphant or disastrous results may have effects beyond the current situation.
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  30. COMBAT
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  32. Every action in combat costs Action Points, from running to cover, to firing a weapon, to shouting instructions or encouragement, or even insulting the enemy's parentage and hygiene habits!
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  34. Every character has two Action Points as a basic resource. You then add your Wits and Agility to this number, but you cannot add more Wits than you have Agility. All actions are taken simultaneously, but a character with more Action Points than the enemy gets the 'extra' Action Points first. An ambush, fatigue, or other situations, can alter the number of Action Points available on any given round. When all Action Points have been spent, the round is over and all points refresh
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  36. Some weapons take more time to reload or to aim than others, but here are a few examples of Action Point costs.
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  38. Move - Move a short distance for every Action Point spent. There is no limit on how many action points can be spent in a turn in this manner.
  39. Aim - Trade action points for a bonus to hit the target. Usually, one action points negates one point of cover and adds +1 to hit. You can trade up to your Ranged Skill in Action Points, per round. These effects carry over to subsequent rounds, but you cannot stack aim actions for more turns than your Ranked Skill. Moving or taking any action other than aiming or taking an Aimed Shot or Focus Fire action removes all all aim bonuses currently stacked.
  40. Snap Shot - Take an unaimed shot that is extremely unlikely to hit, but can be used without aiming. This kind of shot does not benefit from any advantages except your Ranged Skill and hits from snap shots have less chance of being incapacitating or fatal.
  41. Focus Fire - Use an action to attack an enemy in your sights. This can involve multiple rounds with rapid-firing weapons. Focused Fire can only be used to benefit from an Aim action and has a higher chance of incapacitating an opponent upon hit
  42. Aimed Shot - Use an action to precisely fire upon a single target in your sights. Not all weapons can benefit from Aimed Shot. Aimed shot grants an additional 'free' Aim bonus, but cannot be used to acquire Aim bonuses greater than your Ranged Skill. Aimed Shot can only be used to benefit from an Aim action.
  43. Suppressive Fire - Enemies targeted by Suppressive Fire need an additional two degrees of success to be hit, however if the roll does not fail by two or more degrees, the enemies targeted are SUPPRESSED and take penalties depending on the type of weapon firing upon them. Not all weapons are capable of Suppressive Fire.
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