Combat and Adventuring Rules

Units, Weights and Measures

This is a collection of unit conversion approximations used in this game.

Mass

Distance

Area

Volume

Time

Speed

Money

Catching Things

Sneak Attacks (Alternative wording ON FIRST HIT)

If a character can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The character’s attack deals extra damage ON THE FIRST HIT IN THE ROUND that her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target. IN A GIVEN ROUND A SECOND TARGET COULD BE TAKEN UNAWARE AFTER THE FIRST WAS HIT.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a character can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A character can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A character cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Critical Combos (Alternative to Critical Hits)

When you critically hit with a weapon that has x2 crit instead of potentially doing double damage you immediately get another attack with the same bonuses as this one. You can't take any other actions between these attacks, but you can change targets. Remember criticals are not automatic hits, but natural 20s are while natural 1s are automatic misses. So weapons with a large crit range may miss with the first attack, but hit with the combo attack. Combo attacks do not result in more chained combo attacks. Sneak Attack damage only applies to the original attack not the follow on combos.

If the weapon has a x3 or higher critical it only lands critical hit on a 20 and does the normal multiplied damage.

Health Levels

Current HP Health Level
MaxHP and above Undamaged
MaxHP/4 to MaxHp Damaged
1 to MaxHP/4 Bloodied
-Con Stat/2 to 0 Disabled (Bleeding/Stable)
-Con to Con/2 Dying (Bleeding/Stable)
below -Con Stat Dead

Massive Injury Table

If weapon attack takes character to dying, 25% chance of taking a Massive Injury If weapon attack takes character to dead, 50% chance of taking a Massive Injury +25% if weapon was an E-weapon

If character takes Massive Injury they are bleeding at top of dying range. Massive Injuries cannot be healed by normal healing.

Roll Massive Injury
2 Significant Torso Damage (only Head and Dominate arm are salvageable)
3 Left side of Torso, Arm and Leg
4 Lose both eyes
5 Permanently Deafened/Lose ears
6 Lose a foot
7 Cut in Half/Lose Both Legs
8 Lose Dominant Hand
9 Lose Dominate Arm
10 Lose Non-dominate Arm
11 Lose Both Hands
12 Face disfigured -2 CHA
13 Lose a Leg
14 Lose an eye
15 Right side of Torso, Arm and Leg
16 Significant Torso Damage (Full Conversion Required)

Healing

Tools Cost
First Aid Tools 500
Medpack Kit +0 500
Medpack Kit +1 510
Medpack Kit +3 610
Medpack Kit +6 940
Medpack Kit +9 1400
Medpack Kit +12 2200
Surgery Tools 1000
First Aid Kit
Allows character to make a check to stabilize a bleeding or dying character.
Medpack Kit
Single use item. To heal poisons and diseases, the healer must make a successful check against their difficulty class. If he is successful, the target is healed and is cured a number of hit points equal to the skill roll, plus all modifiers. If the target suffers from no poisons or diseases, it is still cured of damage. Cannot heal someone above 90% of Max HP.
Surgery Tools
Can be used to perform surgeries including treating Massive Injuries, Implanting or removing cyberware, etc.