Tag: Rule

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  • hr-armor

    h1. Armor Armor is a value that is added to a character's [[Toughness | toughness]] , which assists in helping them resist damage. Additionally, armor protects vital areas which is noted by head, torso, arms and legs. The default value of armor is …

  • hr-language

    h1. Languages A character is fluent in his 'native' language at a skill level equal to his [[Smarts]] die. He gains an amount of language skill points equal to half his [[Smarts]] die to buy further languages in. Skill ranks are linked to [[Smarts]] …

  • hr-knowledge

    h1. Knowledge Skills A character gains an amount of Knowledge skills equal to his [[Smarts]] die. Skill ranks are linked to [[Smarts]] for purposes of spending points. Beyond character creation, knowledge skills count as a normal skill to advance. …

  • Load Limit

    h1. Encumbrance In general, you shouldn’t worry about Encumbrance. Characters will usually carry no more than their characters think they actually need. But occasionally it may become dramatically important—such as during a chase or when attempting to …

  • No Power Points

    Instead of using Power Points, characters with Arcane Backgrounds simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is half the power’s usual Power Point cost (rounded down). Casting the armor power, for …

  • Withdrawing from Combat

    *Withdrawing From Close Combat* Inevitably, your hero will decide discretion is the better part of valor. Whenever a character retreats from melee, all adjacent armed non-Shaken opponents get an immediate free attack (but only one—no Frenzy or other …

  • Unarmed Defender

    If one character has a melee weapon and his foe doesn’t, the opponent is considered unarmed and is very likely in a world of hurt. Since he can only dodge and evade rather than parry, any armed attacker trying to hit him may add +2 to his Fighting roll. …

  • Healing

    The Healing skill can be used to treat any wound suffered within the last hour. Each attempt takes 10 minutes. A character may only attempt to heal fresh wounds on a given patient once within the hour they were sustained. A different character may attempt …

  • Shaken

    If the damage of an attack is a simple success (0-3 points over Toughness), the target is Shaken. Shaken characters are rattled, distracted, or momentarily shocked. They aren’t stunned but are temporarily suppressed enough that they must make a Spirit …

  • Wounds

    Every raise on the damage roll inflicts a wound. Wounded Extras are removed from play. They’re dead, injured, or otherwise out of the fight. Wild Cards can take three wounds and still function. If another wound would be caused after that, they’re …

  • Ranged Combat

    The Shooting skill covers everything from pistols to rocket launchers. The base TN to hit something at Short range is 4 as usual. Shots at Medium range subtract 2 from the Shooting roll, and shots at Long range subtract 4 from the roll. ►►Bonus Damage: …

  • Opposed Rolls

    Sometimes rolls are “opposed” by an opponent. If two characters are wrestling for control of an ancient artifact, for example, they both make Strength rolls and compare results. When this happens, the acting character gets his Trait total first. If he …

  • Multiple Actions

    Characters may perform multiple actions such as Intimidating someone while blasting away with a shotgun, running and Fighting, attacking with a weapon in each hand, and so on. Two important rules apply: • A character can’t fire more than his weapon’s …

  • Off-Hand Attacks

    Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye hand coordination, such as Fighting or Shooting, suffer a –2 penalty when done with the off-hand.

  • Chases

    The Vehicle Rules on page 98 handle fast-paced action on the table-top. This is impractical for chases that take place over longer distances such as city streets or the open ocean, so use the Chase rules instead. It’s built for situations when the heroes …

  • hr-knowledge tactics

    All characters that have the Knowledge (Tactics) skill, may make skill check at the beginning of an encounter, after initiative cards have been dealt. A character may gain an additional card with a success, or two with a raise. These additional cards …

  • Cover

    *Cover:* Attackers suffer a penalty when attempting to hit a target behind cover * *Light Cover:* Characters subtract 1 from their attack rolls if half or less of their target is obscured, such as crouching. * *Medium Cover:* The penalty is increased …

  • Melee Combat

    *Melee Attacks* The Target Number to hit an opponent is equal to the opponent’s [[Parry | Parry]] score (2 plus half his Fighting ability; that’s a 2 if he has no Fighting skill). * *Bonus Damage:* If your attack hits with a raise, add +1d6 to your …

  • Called Shot

    h2. Called Shots Use the following modifiers and effects when characters wish to target specific locations: * *Limb (–2):* An attack to a limb causes no additional damage but may ignore armor or have some other special effect (see the Disarm maneuver …

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