Combat and Adventuring Rules
Units, Weights and Measures
This is a collection of unit conversion approximations used in this game.
Mass
- pound ~ 1/2 kilo
- kilo ~ 2 pounds
- ton ~ 1000 kilos
Distance
- yard ~ 3 feet ~ 1 meter
- space(linear) ~ 2 yards 5 ft
- klick ~ 1000 yards
- mile ~ 1600 yards
Area
- space(area) ~ 3-4 square yards
Volume
- pint ~ 500 milliliters
- liter ~ 2 pints ~ 1 quart
- gallon ~ 4 liters
- cubic yard ~ 1000 liters ~ 250 gallons
- space(3D) ~ 4-8 cubic yards
Time
- second
- round ~ 6 seconds
- minute ~ 10 rounds
- hour ~ 60 minute
- day ~ 24 hours
- week ~ 7 days (really closer to 8)
- month ~ 4 weeks ~ 30 days
- year ~ 12 months ~ 48 weeks
Speed
- 1 kph (klicks per hour) ~ .6 mph ~ 5/18 mps ~ 5/3 ypr
- 1 ypr (yards per round) ~ 1/6 mps ~ .6 kph ~ .36 mph
Money
- $1 1 silver piece ~ 25g silver ~ 1 US silver dollar ~ 1 thaler ~ 1 Spanish dollar ~ 1 silver yen ~ 1 silver yaun ~ 1 silver trade coin
Catching Things
- [ ]TODO Thrown touch attack bonuses speed, intentionally thrown,size, care (dangerous/fragile)
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.
- SP Armor repair
- Damage boost
- Drug dose?