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- Do Something Under Fire: roll+cool. 10+ You do it. 7-9 you flinch, hesitate, or stall.
- Go Aggro: roll+hard. Used to initiate combat. 10+ They either force your hand or suck it up. 7-9 They aren't as shaken.
- Seize by Force: roll+hard. Used to steal and inflict harm. 10+ choose 3. 7-9 choose 2.
- • you take definite hold of it
- • you suffer little harm
- • you inflict terrible harm
- • you impress, dismay or frighten your enemy
- Seduce or Manipulate: roll+hot. 10+ You've convinced them. Choose both. 7-9 They need convincing first. Choose one.
- • if they do it, they mark experience
- • if they refuse, it’s acting under fire
- Read a Sitch: roll+cool. Used to read the scene. 10+ Ask 3. 7-9 Ask 1.
- • where’s my best escape route / way in / way past?
- • which enemy is most vulnerable to me?
- • which enemy is the biggest threat?
- • what should I be on the lookout for?
- • what’s my enemy’s true position?
- • who’s in control here?
- Read a Person: roll+sharp. 10+ Hold 3 Questions for later. 7-9 Hold one.
- • is your character telling the truth?
- • what’s your character really feeling?
- • what does your character intend to do?
- • what does your character wish I’d do?
- • how could I get your character to __?
- Open Your Brain: roll+weird. Open your mind to the Psychic Maelstrom. 10+ Ask a question. 7-9: Answer a question for a question.
- Help or Interfere: roll+Hx. 10+ You either help (+1) or hinder (-2) their roll. 7-9 you expose yourself to danger, retribution, or cost.
- Reminder: At the end of every session, add +1 Hx to someone you know better.
- When you suffer Harm, roll+Harm suffered. You actually want to roll low on this one. 10+ It's pretty bad. 7-9 Something bad happens.
- When you inflict Harm on another PC, they get +1 Hx. At four Hx they mark experience and reset.
- When you heal Harm inflicted on another PC, +1 Hx with them for every segment of harm healed. At four mark experience and reset.
- Optional Battle Rules (we may or may not be using these depending on the situation):
- Countdown Clock: three rounds of maneuvering/incidental fire (1-harm), three rounds concentrated fire (full harm)
- Provide Covering Fire: roll+cool. 10+ You prevent them from coming to harm. 7-9 Their position or course is untenable.
- Maintain an Untenable Position: roll+hard. 10+ hold it for three ticks, taking incidental fire. 7-9 hold for one tick. You may relinquish position to avoid fire.
- Stay the Fuck Down: roll+sharp. 10+ you come under no fire. 7-9 incidental fire. On a miss you must break position now or come under concentrated fire.
- Follow Through on Someone Else's Move: roll+Hx. 10+ You've aided that person. 7-9 You create an opportunity but haven't seized it yet.
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