Ravaged Earth GM Screen, Podreczniki RPG, Ravaged Earth

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Clif f ha nging Tal es o f a ma zing Two - fisT ed aCTio n a n d T hrilling a dv enTur e !
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ATTACK OPTIONS • COMBAT SITUATIONS • VEHICLE TABLES
ATTACK OPTIONS
Aim
TEST OF WILLS
Opposed roll vs. Spirit (Intimidate) or Smarts (Taunt); +2 to next action against this target with a success; +2
bonus and opponent is Shaken with a raise
+2 Shooting/Throwing; no movement allowed
Autoire
–2 Shooting; roll additional Shooting dice (up to weapon’s RoF)
Called Shots
Limb
OUT OF CONTROL VEHICLE
2d6
–2 attack
Effect
Head
–4 attack; +4 damage
2
Roll Over:
The vehicle performs a Slip and rolls over 1d6 times in that
direction. Roll collision damage for the vehicle and everyone inside. Any
exterior-mounted weapons or accessories are ruined.
Small target
–4 attack
Tiny target
–6 attack
3-4
Spin:
Move the vehicle 1d6” in the direction of the maneuver, or 1d6”
away from a damaging blow. Roll a d12, read it like a clock facing, and
point the vehicle in that direction.
Defend
+2 Parry; may move, but may not take any other actions
Disarm
–2 attack; defender must make Str roll vs. damage or drop weapon
Double Tap/3 Round Burst
+1/+2 attack and damage
5-9
Skid:
Move the vehicle 1d4” left or right (in the direction of a failed
maneuver, or away from a damaging attack).
Finishing Move
Instant kill to helpless foe with lethal attack
10-11
Slip:
Move the vehicle 1d6” left or right (in the direction of a failed
maneuver, or away from a damaging attack).
Ganging Up
+1 Fighting per additional attacker; maximum of +4
Grappling
Fighting to grapple, on a raise opponent Shaken; defender can make op-
posed Strength or Agility to break free (any other action made at –4); at-
tacker can make opposed Strength or Agility to damage grappled target
12
Flip:
The vehicle lips end over end 1d4 times. Move it forward that
many increments of its own length. Roll collision damage for the vehicle,
its passengers, and anything it hits. Slow and heavy vehicles such as
tanks (GM’s discretion) don’t lip but suffer a Slip or Skid instead.
Nonlethal Damage
Target knocked out for 1d6 hours instead of wounded
Prone
As Medium cover; prone defenders suffer –2 Fighting, –2 Parry (melee)
Suppressive Fire
On successful Shooting roll, targets within a Medium Burst Template
must make a Spirit roll or be Shaken; those rolling a 1 are actually hit
VEHICULAR CRITICAL HITS
2d6
Effect
Touch Attack
+2 Fighting
2
Scratch and Dent:
The attack merely scratches the paint. There’s no
permanent damage.
Trick
Describe action; make opposed Agility or Smarts roll; opponent is –2
Parry until next action; with a raise, opponent is –2 Parry and Shaken
3
Engine:
The engine is hit. Oil leaks, pistons misire, etc. Acceleration is
halved (round down). This does not affect deceleration, however.
Two Weapons
–2 attack; additional –2 for off–hand if not Ambidextrous
4
Locomotion:
The wheels, tracks, or whatever have been hit. Halve the
vehicle’s Top Speed immediately. If the vehicle is pulled by animals, the
shot hits one of them instead.
Wild Attack
+2 Fighting; +2 damage; –2 Parry until next action
Withdrawing from Close Combat
Adjacent foes get one free attack at retreating target
5
Controls:
The control system is hit. Until a Repair roll is made, the
vehicle can only perform turns to one side (1-3 left, 4-6 right). This may
prohibit certain maneuvers as well.
COMBAT SITUATIONS
Area Effect Attacks
Targets under template suffer damage; treat cover as Armor; missed
attack rolls deviate 1d6” (thrown weapons) or 1d10” (launched weapons)
multiplied by x1 Short range, x2 Medium range, or x3 Long range
6-8
Chassis:
The vehicle suffers a hit in the body with no special effects.
9-10
Crew:
A random crew member is hit. The damage from the attack is re-
rolled. If the character is inside the vehicle, subtract the vehicle’s Armor
from the damage. Damage caused by an explosion affects all passengers
in the vehicle.
Breaking Things
Parry 2; Aces do not apply
The Drop
+4 attack and damage
11
Weapon:
A random weapon on the side of the vehicle that was hit is
destroyed and may no longer be used. If there is no weapon, this is a
Chassis hit instead.
Innocent Bystanders
Missed Shooting or Throwing roll of 1 (2 with shotguns or Autoire)
hits random adjacent target
Obstacles
If attack hits without cover modiier, obstacle acts as Armor
12
Wrecked:
The vehicle is wrecked and automatically goes Out of Control.
Ranged Weapons in Close Combat
Pistols only; TN is defender’s Parry
Unarmed Defender
Armed attackers +2 Fighting against unarmed opponent
SKILLS SUMMARY • TRAIT MODIFIERS • REACTION TABLE
SKILLS SUMMARY
Skill
TRACKING MODIFIERS
Modiier
TOUGHNESS MODIFIERS
Modiier
Linked Attribute
Situation
Size of a…
Boating
Agility
-4
Raining
-2
Cat, fairy, pixie, large rat, dog
Climbing
Strength
-2
Tracking in poor light
-1
Large dog, bobcat, half-folk, goblin, small human
Driving
Agility
-2
Tracks are more than one day old
0
Human
Fighting
Agility
-2
Target attempted to hide tracks
+1
Orc
Gambling
Smarts
+1
Dusty area
+2
Bull, gorilla, bear, horse
Guts
Spirit
+2
Tracking more than 5 individuals
+3
Ogre, kodiak
Healing
Smarts
+2
Mud
+4
Rhino, Great White
Intimidation
Spirit
+4
Recent snow
+5
Small elephant
Investigation
Smarts
+6
Drake, bull elephant
Knowledge
Smarts
HEALING MODIFIERS
Modiier
+7
T-Rex, orca
Lockpicking
Agility
Situation
+8
Dragon
Notice
Smarts
-2
Rough traveling
+9
Blue whale
Persuasion
Spirit
-2
No medical attention
+10
Kraken, leviathan
Piloting
Agility
Repair
Smarts
STEALTH MODIFIERS
Modiier
REACTION TABLE
2d6
Riding
Agility
Situation
Initial Reaction
Shooting
Agility
-2
Running
2
Hostile:
The NPC is openly hostile and does his
best to stand in the hero’s way. He won’t help
without an overwhelming reward or payment of
some kind.
Stealth
Agility
+1
Dim
Streetwise
Smarts
+1
Light cover
Survival
Smarts
+2
Darkness
3-4
Unfriendly:
The NPC isn’t willing to help unless
there’s a signiicant advantage to himself.
Swimming
Agility
+2
Medium cover
Taunt
Smarts
+2
Crawling
Throwing
Agility
+4
Pitch darkness
5-9
Neutral:
The NPC has no particular attitude,
and will help for little reward if the task at hand
is very easy. If the task is dificult, he’ll require
substantial payment of some kind.
Tracking
Smarts
+4
Heavy cover
BOATING/DRIVING/PILOTING/RIDING MODIFIERS
Modiier
CREATURE STRENGTH
Creature
Situation
Strength
10-11
Friendly:
The NPC will go out of his way for the
hero. He’ll likely do easy tasks for free (or very
little), and is willing to do more dangerous tasks
for fair pay or other favors.
–2
Handling modiier if vehicle traveling 15”+
Gorilla, bear, ogre
d12+1 to +3
–2
Operating vehicle in reverse
Rhino, Great White
d12+3 to +6
–4
Handling modiier if vehicle traveling 30”+
Elephant, drake, T-rex
d12+5 to +8
Dragon
d12+9 to +12
12
Helpful:
The NPC is anxious to help the hero, and
will probably do so for little or no pay depending
on the nature of the task.
CLIMBING MODIFIERS
Modiier
Situation
LOAD LIMITS
A character’s load limit is equal to 5 x Strength. Every multiple of the
load limit after the irst subtracts 1 from a character’s:
• Agility and all linked skills
• Strength and all linked skills
-2
Scarce or thin handholds
If the hero says the right thing or offers a signiicant reward, he may
increase his initial reaction a step (though usually only one step per
encounter). The opposite is also true.
-2
Wet surface
+2
Using climbing equipment
KNOCKOUT BLOW • INJURY • FRIGHT TABLES
KNOCKOUT BLOW TABLE
INJURY TABLE
FRIGHT TABLE
A Wild Card who suffers more than 3 wounds must check
this table to determine his fate. Remember that you’re check-
ing the number of wounds caused by the blow that sent the
character to this table—not the total number of wounds he
has. Don’t forget to subtract wound modiiers from any rolls
required by the table.
Roll 2d6 on the table below, then make a Vigor roll. If the
Vigor roll is failed, the injury lasts until the start of the next
session, regardless of healing*. If the roll is successful, the ef-
fect goes away when all wounds are healed. If the attack that
caused the Injury was directed at a speciic body part, use
that location instead of rolling randomly.
The effects of a failed Guts roll depend on whether the cause
of the roll was grotesque or terrifying in nature.
1d20*
Effect
1-4
Adrenaline Surge:
Add +2 to all
Trait and damage rolls on his next
action.
1 Wound: Battered & Bruised
If your character was previously Incapacitated, this re-
sult has no further effect. Otherwise, he’s had the wind
knocked out of him. Make a Spirit roll at the begin-
ning of each round. If the roll is successful, he becomes
Shaken and can return to the ight.
2: Unmentionables
The character suffers an embarrassing and painful
wound to the groin. If the injury is permanent, repro-
duction is out of the question.
5-8
Shaken:
The character is Shaken.
9-12
Panicked:
The character immediately
runs away from the danger and is
Shaken.
13-16
Minor Phobia:
The character gains a
Minor Phobia Hindrance.
3–4: Arm
The character catches one in the left or right arm (deter-
mined randomly). The arm is rendered useless.
2 Wounds: Incapacitated
Your character is beaten badly enough to take him out
of this ight. He’s Incapacitated and must roll on the
Injury Table.
17-18
Major Phobia:
The character gains a
Major Phobia Hindrance.
19-20
The Mark of Fear:
The character
is Shaken and also suffers some
cosmetic physical alteration which
reduces Charisma by 1.
5–9: Guts
Roll 1d6 on the sub-table below:
3 Wounds: Bleeding Out
Your character is bleeding out and Incapacitated. Roll
on the Injury Table and make a Vigor roll at the start
of each combat round. A failure means he has lost
too much blood and becomes mortally Wounded (see
below; begin rolling for the Mortal Wound in the next
round). With a success, he keeps bleeding and must roll
again next round. With a raise, or a successful Healing
roll, he stops bleeding and is Incapacitated.
1-2
Broken:
His Agility is reduced by a die type
3-4
Battered:
His Vigor is reduced by a die type
21+
Heart Attack:
The character becomes
Incapacitated and must make a Vigor
roll at –2. If successful, he’s Shaken
and can’t attempt to recover for 1d4
rounds. If he fails, he dies in 2d6
rounds. A Healing roll at –4 saves the
victim’s life, but he remains Incapaci-
tated.
5-6
Busted:
His Strength is reduced by a die type
10: Leg
The character’s left or right leg (determined randomly)
is crushed, broken, or mangled. Pace is reduced by 1.
11–12: Head
Roll 1d6 on the sub-table below:
4+ Wounds: Mortal Wound
Your character has suffered a life-threatening wound
and will not recover without aid. He is Incapacitated
and must roll on the Injury Table. He must also make a
Vigor roll at the start of each round. If the roll is failed,
he passes on. A Healing roll stabilizes the victim but
leaves him Incapacitated.
1-2
Hideous Scar:
Your hero has the Ugly Hindrance.
3-4
Blinded:
One or both of your hero’s eyes was
damaged. He gains the Bad Eyes Hindrance.
5-6
Brain Damage:
Your hero suffers massive trauma
to the head. His Smarts is reduced one die type.
* Applies only to Wild Cards. Permanent injuries are truly
permanent for Extras.
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