Social
Social Actions
All social actions can be used once per target per scene.
Action | Purpose | Test |
Sense Motives | Learn target's goals, vice, connection, emotions | (Social + Insight) vs. (Social + Guile) |
Task | Give target a short term goal based on cares(includes emotions) | (Social + (Presence OR Guile)) vs. (Social + Mental) |
Excite Emotion | Raise target's emotion intensity. requires context. | (Social + (Presence OR Guile)) vs. (Social + Mental) |
Sooth Emotion | Reduce target's emotion intensity | (Social + (Presence OR Guile)) vs. (Social + Mental) |
Warp Emotion | Change emotion target, or add/remove complex emotion | (Social + (Presence OR Guile)) vs. (Social + Mental) |
Repress Emotion | Reduce your own emotion intensity | No test. Spend Energy. |
Tasks
Tasks give your target a Short Term Goal.
Test: (Social + (Presence OR Guile)) vs. (Social + Mental)
Tasks must be based on Cares:
Task Rating | Inconvenience or Risk | Care Requirement |
0 | Little inconvenience. No risk. | None |
1 | Slightly inconvenient. Very low risk | Short Term Goal, or Long Term Goal, or Connection, or Vice, or Emotion Intensity 1 |
2 | Very inconvenient. Mild risk. | Connection, or Long Term Goal, or Vice, or Emotion Intensity 2 |
3 | Extremely inconvenient. High risk. | Any 2 of: Connection, Long Term Goal, Vice, Emotion Intensity 3 |
Excite Emotions
Excite Emotions must have a contextual basis.
Test: (Social + (Presence OR Guile)) vs. (Social + Mental)
Current Intensity Rating | Net Hits Needed To Increase Intensity By 1 | Net Hits Needed (From Zero) |
0 | 1 | 1 |
1 | 2 | 3 |
2 | 3 | 6 |
Combat
Combat Actions
Action | Action Type |
Ranged Attack | Simple |
Close Attack | Simple |
Take Cover | Free |
Use a Power | Specified by Power |
Move up to Speed | Simple |
Ready Weapon | Simple |
Defend Other | Simple |
Quick communication | Free |
Issue command | Simple |
Use social action | Free |
Surrender | Interrupt |
Parking a vehicle | Complex |
Exiting a parked vehicle | Simple |
Bailing out of a moving vehicle | Simple |
Attacking & Defending
Test: (Attacker dicepool) vs (Defender dicepool)
Net hits for the attacker are dealt as damage to defender.
Net hits for defender do not do anything unless special powers are used.
Static Defense Plugin
This plugin is recommended for all games.
Do not roll the defense dicepool. Simply divide the defense dicepool by 2, rounding up. This number is automatic successes.
Defenses
A player may choose whatever defense they wish to use each time they are attacked.
Defense | Dicepool |
Dodge | (Physical + Mobility + Armor) |
Parry | (Physical + Close Combat + Armor) |
Soak | (Physical + Protection + Armor) |
Health & Damage
Maximum Health = (Physical + Size +3)
Wounds
- Each time damage is taken:
- GM rolls # of dice equal to damage dealt.
- Hits on this roll becomes wound penalty.
- GM tracks wound penalties.
- Hits on this roll becomes wound penalty.
- GM rolls # of dice equal to damage dealt.
- Wound penalties apply a negative modifier to all rolls.
- Wound penalties stack.
Incapacitation
- Damage equal to your maximum Health makes you incapacitated.
- You cannot take combat actions.
- Move, attack, etc.
- Can be caused by things other than damage:
- General anesthesia
- Shackles/Ropes/Restraints
- Many powers require that the target be consenting or incapacitated.
- 1 Automatic damage per round unless damage was non-lethal.
Death
- Damage equal to 2X your maximum Health makes you dead.
Blitz Attack
This is a core power, free for all characters. It is crucial for Close Combat characters.
- Cost: 2 Energy
- Action Type: Simple Action
- Effect: Move up to your speed, and make a melee attack on a target.
- Your attack receives +4 dice.
- This power essentially lets you combine a move action and an attack into a single Simple Action.
Grappling
- Grappling pool
- Net hits on attack roll become grappling pool.
- Grapple ends when pool reaches 0.
- Pool loses 1 at the start of the victim's turn, every round.
- Grappling pool may be spent to inflict penalties on victim's rolls. 1:1 ratio.
- Victim incapacitated when grappling pool is equal to victim's remaining health.
- Incapacitation ends if grappling pool is lowered beneath victim's remaining health, or assailant ends grapple.
- Grappling Victim
- May not take move actions.
- May attack and defend as normal.
- May reduce grappling pool by paying Energy @ 1:1 ratio.
- Allies may attack assailant.
- May reduce grappling pool with net hits, 1:1 ratio.
- Grappling Assailant
- May release a grapple as an interrupt action.
- May drag their victim 1 space by spending 1 from their grappling pool, and using a move action.
- May attack and defend as normal.
Troops
Troop Strength Rating | Approximate Number of Individuals | =Size | +Attack | Bonus vs Fear |
1 | 10-20 | 2 | 2 | 1 |
2 | 20-50 | 3 | 4 | 2 |
3 | 50-100 | 4 | 6 | 3 |
4 | 100-400 | 5 | 8 | 4 |
5 | 400-1000 | 6 | 10 | 5 |
6 | 1000-2000 | 7 | 12 | 6 |
7 | 2000-4000 | 8 | 14 | 7 |
8 | 4000-8000 | 9 | 16 | 8 |
9 | 8000-12000 | 10 | 18 | 9 |
10 | 12000-16000 | 11 | 20 | 10 |
11 | 16000-25000 | 12 | 22 | 11 |
12 | 25000-50000 | 13 | 24 | 12 |
Size
- Size has no effect in combat if all combatants are the same size.
- Defense
- Larger defender adds difference in Size to soak defense rolls.
- Larger defender gains Flawless Defense for soak defense rolls.
- Flawless Defense = All dice are automatic hits.
- Area Attacks
- Grant +1 to the attacker's size for the purposes of the attack.
Size Table
Size | Examples |
0 | A small animal, a toddler, anything substantially smaller than an adult human |
1 | An adult human, a large dog, a motorcycle, a horse, a canoe |
2 | A car, a moose, a motorboat, a giant, a small jet, a helicopter, a baby dragon |
3 | A van, a bus, a tugboat, a corvette, a passenger jet, a cargo helicopter, an adolescent dragon |
4 | A train, a destroyer, a cruiser, a giant redwood tree, an adult dragon |
5 | A battleship, a battlecruiser, Megatron, an ancient dragon |
6 | An aircraft carrier, a dreadnought, a dragon-god |
7 | A tarrasque |
8 | A mountain |
9 | A mountain range |
10 | Lake Michigan turned into a raging water elemental |
11 | A small moon, The Deathstar |
12 | A terrestrial planet |