Welcome to the OpenCoreŽ Basic Rules
version 1.0 By Dave Johnson Copyright (C) 2010
This is a work in progress.
OpenCoreŽ
basic rules are universal and may be adapted for any type of setting.
My own OSS: The Spy Game RPG utilizes the advanced rules as well as
some specialized rules for espionage gaming.
Why OpenCoreŽ?
I can tell you this... The basic rules are licensed under the Creative
Commons Version 3.
Other so-called open game content is not open. It’s not free. The basic
rules are free. You can even share them. Copy the rules and give them
away. You can add to the rules too.
As long as you give me credit for the original work.
The rules are easy to learn and use. Less reference and more play.
While polyhedral dice had previously been used in teaching basic
arithmetic, the fantasy role-playing game Dungeons & Dragons* is
largely credited with popularizing their use in roleplaying games. Some
games use only one type, while others use numerous types for
different game purposes, such as Dungeons & Dragons, which make use
of 20-, 12-, 10-, 8- and 4-sided dice in addition to the traditional
6-sided die. Unlike the common six-sided die, these dice often have the
numbers engraved on them rather than a series of dots. OpenCoreŽ game
rules use the six-sided and twelve sided dice for most of the combat
and saving throws.
OpenCoreŽ games generally use dice to determine the outcome of events,
such as the success or failure of actions which are difficult to
perform. A player may have to roll dice for combat, skill use,
amongst other things, generally referred to as a "check". This is
generally considered fairer than decision by the game master, since
success and failure are decided randomly based on a flat probability.
OpenCoreŽ games typically determine success as either a total on one or
more dice above or below a target number, or a certain
number of rolls above a certain number (such as 8 or higher on a d1e)
on one or more dice. The player may gain a bonus or penalty due to
circumstances or character skill, usually either by a number added to
or subtracted from the final result, or by having the player roll extra
or fewer dice. For example, a character trying to climb a sheer wall
may subtract from their dice roll (known as a penalty) if the wall is
slippery, which simulates the increased difficulty of climbing a slick
or slippery surface, while a character using a rope may add to the roll
(known as a bonus) to simulate that the rope makes the act of climbing
easier.
Dice can also be used by a game master for other purposes, such as to
randomly generate game content or to make arbitrary decisions.
OpenCoreŽ uses dice to determine what attributes the player's character
has when created, such as how strong he or she is.
In Dungeons & Dragons and some other roleplaying games which use
more than one kind of die, dice notation is used for clarity and
conciseness. For example, a six-sided die is referred to as a d6, and
the notation for rolling two such dice is 2d6. A constant bias may be
added or subtracted by ordinary arithmetic: for example, 2d6+4 adds a 4
point bonus, while 2d6-2 subtracts a 2 point penalty. Games which use
only one type of dice rarely require complex dice notation.
A common special case is percentile rolls, referred to in dice notation
as 1d100 or 1d%. Since actual hundred-sided dice are large, almost
spherical, and difficult to read, percentile rolls are usually handled
by rolling two ten-sided dice together, using one as the "tens" and the
other as the "units". A roll of ten or zero on either die is taken as a
zero, unless both are zeros or tens, in which case this is 100 (rather
than zero). To avoid this confusion, some sets of percentile dice exist
where one is marked in tens (00, 10, 20... up to 90) and the other from
0 to 9. White and black percentile dice are also used, and are commonly
found in color-coded dice sets, or sold separately.
Dice for role-playing games are usually made of plastic, though
infrequently metal, wood, and semi-precious stone dice can be found.
Early polyhedral dice from the 1970s and 1980s were made of a soft
plastic that would easily wear as the die was used. Typical wear and
tear would gradually round the corners and edges of the die until it
was unusable. Many early dice were unmarked and players took great care
in painting their sets of dice. Some twenty-sided dice of this era were
numbered zero through nine twice; half of the numbers had to be painted
a contrasting color to signify the "high" faces. Such a die could also
double as a ten-sided die by ignoring the distinguishing coloring.
Probability
For a single roll of a pair 6-sided
die, the probability of rolling each value, 1 through 6, is exactly
1/6. This is an example of a discrete uniform distribution. For a
double roll, however, the total of both rolls is not evenly
distributed, but is distributed in a triangular curve.
Rolling Two Dice by Tom Ramsey, University of Hawaii
When rolling two dice, distinguish between them in some way: a first
one and second one, a left and a right, a red and a green, etc. Let
(a,b) denote a possible outcome of rolling the two die, with a the
number on the top of the first die and b the number on the top of the
second die. Note that each of a and b can be any of the integers from 1
through 6. Here is a listing of all the joint possibilities for (a,b):
(1,1)(1,2)(1,3)(1,4)(1,5)(1,6)
(2,1)(2,2)(2,3)(2,4)(2,5)(2,6)
(3,1)(3,2)(3,3)(3,4)(3,5)(3,6)
(4,1)(4,2)(4,3)(4,4)(4,5)(4,6)
(5,1)(5,2)(5,3)(5,4)(5,5)(5,6)
(6,1)(6,2)(6,3)(6,4)(6,5)(6,6)
Note that there are 36 possibilities for (a,b). This total number of
possibilities can be obtained from the multiplication principle: there
are 6 possibilities for a, and for each outcome for a, there are 6
possibilities for b. So, the total number of joint outcomes (a,b) is 6
times 6 which is 36. The set of all possible outcomes for (a,b) is
called the sample space of this probability experiment.
With the sample space now identified, formal probability theory
requires that we identify the possible events. These are always subsets
of the sample space, and must form a sigma-algebra. In an example such
as this, where the sample space is finite because it has only 36
different outcomes, it is perhaps easiest to simply declare ALL subsets
of the sample space to be possible events. That will be a sigma-algebra
and avoids what might otherwise be an annoying technical difficulty. We
make that declaration with this example of two dice.
With the above declaration, the outcomes where the sum of the two dice
is equal to 5 form an event. If we call this event E, we have
E={(1,4),(2,3),(3,2),(4,1)}.
Note that we have listed all the ways a first die and second die add up
to 5 when we look at their top faces.
Consider next the probability of E, P(E). Here we need more
information. If the two dice are fair and independent , each
possibility (a,b) is equally likely. Because there are 36 possibilities
in all, and the sum of their probabilities must equal 1, each singleton
event {(a,b)} is assigned probability equal to 1/36. Because E is
composed of 4 such distinct singleton events, P(E)=4/36= 1/9.
In general, when the two dice are fair and independent, the probability
of any event is the number of elements in the event divided by 36.
What if the dice aren't fair, or aren't independent of each other? Then
each outcome {(a,b)} is assigned a probability (a number in [0,1])
whose sum over all 36 outcomes is equal to 1. These probabilities
aren't all equal, and must be estimated by experiment or inferred from
other hypotheses about how the dice are related and and how likely each
number is on each of the dice. Then the probability of an event such as
E is the sum of the probabilities of the singleton events {(a,b)} that
make up E.
By Tom Ramsey used with permission.
How do I play this game? Just What is a Role-playing game?
A role-playing game (RPG) is a broad family of games in which players
assume the roles of characters, or take control of one or more avatars,
in a fictional setting. Actions taken within the game succeed or fail
according to a formal system of rules and guidelines.
The original form, sometimes called the pen-and-paper RPG, is conducted
through speech. In live action role-playing games (LARP), players
perform their characters' physical actions. In both of these
forms, an arranger called a game master (GM) usually decides on the
rules and setting to be used and acts as referee, while each other
player plays the role of a single character. At the heart of
these formats is in-character participation in a collaborative
narrative.
Role playing games are fundamentally different from most other types of
games in that they stress social interaction and collaboration not
competition.
OpenCoreŽ games are a form of interactive and collaborative
storytelling. However, it is not considered a true narrative like
novels or films as there is no actual story within a role-playing game.
Instead events, characters and narrative structure give a sense of a
narrative experience. Like stories, role-playing games appeal because
they engage the imagination. Interactivity is the crucial difference
between role-playing games and traditional fiction. Whereas a viewer of
a television show is a passive observer, a player at a role-playing
game makes choices that affect the story. Such games extend an
older tradition of storytelling games where a small party of friends
collaborate to create a story.
While simple forms of role-playing exist in traditional children's
games such as "cops and robbers" and "cowboys and Indians",
role-playing games add a level of sophistication and persistence to
this basic idea with the addition of numeric rule sets and the
participation of a referee. Participants in a role-playing game will
generate specific characters and an ongoing plot. A consistent system
of rules and a more or less realistic campaign setting in games aids
suspension of disbelief. The level of realism in games ranges from just
enough internal consistency to set up a believable story or credible
challenge up to full-blown simulations of real-world processes.
OpenCoreŽ games are conducted through speech in a small social
gathering. The GM describes the game world and its inhabitants. The
other players describe the intended actions of their characters, and
the GM describes the outcomes. Some outcomes are determined by
the game system, and some are chosen by the GM.
In a OpenCoreŽ game the Game-master's purpose is to weave the other
participants' player-character stories together, control the non-player
aspects of the game, and create environments in which the players can
interact.
OpenCoreŽ role-playing games are conducted like radio drama : only the
spoken component is acted or described in detail. In most games, one
specially designated player, the game master (GM), creates a
setting in which each player plays the role of a single character
. The GM describes the game world and its inhabitants; the other
players describe the intended actions of their characters, and the GM
describes the outcomes. Some outcomes are determined by the game
system, and some are chosen by the GM.
The GM will begin the game with a short introduction which introduces
the setting and the characters. The players describe their characters'
actions, and the GM responds by describing the outcome of those
actions. Usually, these outcomes are determined by the setting and the
GM's common sense; most actions are straightforward and immediately
successful. For example, if a player has their character look around a
room, the GM will describe the room; if they have their player leave,
the GM will describe whatever they encounter outside the room. However,
the outcomes of some actions are determined by the rules of the game.
This usually involves rolling dice and comparing the number rolled to
their character's statistics to see whether the action was successful.
The game continues in this manner until the characters meet the last
challenge, as determined by the GM at the start of the game. This could
be to defeat a specific adversary, solve a mystery, or find a specific
item of treasure. The GM then describes the consequences of their
actions on the game world, and the game ends.
1.0 Character creation
Player Character's or PC's are the central focus in the game. Each
player must create a persona to 'role play' during the game session.
All PC's begin the game around the age of twenty-two years of age. It
is assumed that a four year advanced education has been obtained at a
University.
Each player creates his or her player character and records the
details on a record sheet provided. First, a player determines
his or her character's ability scores , which consist of Strength,
Agility, Constitution, Dexterity, Intelligence, Perception, Wisdom,
Comeliness and Charisma.
ABILITY SCORES
Roll a 1d100 for each ability. Range 1 - 100.
Strength (STR):
Strength is a measure of muscle, endurance and stamina combined.
Strength affects the ability of characters to lift and carry weights,
melee attack rolls, damage rolls (for both melee and ranged weapons,)
the Jump, Climb, and Swim skills, several combat actions, and general
checks involving moving or breaking stubborn objects.
Dexterity (DEX):
Fine motor skills are the coordination of small muscle movements which
occur e.g., in the fingers, usually in coordination with the eyes.
Agility (AGL):
This attribute is used when speed, or grace are required. Actions using
Agility might include running quickly, dodging a falling rock or
swerving to avoid a car crash. The quality of being agile; the power of
moving the limbs quickly and easily; nimbleness; activity; quickness of
motion; as, strength and agility of body and encompasses a number of
physical attributes including hand-eye coordination, agility, reflexes,
fine motor skills, balance and speed of movement; a high agility score
indicates superiority in all these attributes. AGL affects characters
with regard to initiative in combat, ranged attack rolls, Armor Class,
Reflex saves, and the Balance, Escape Artist, Hide, Move Silently, Open
Lock, Ride, Sleight of Hand, Tumble, and Use Rope skills. It also
affects the number of additional attacks of opportunity granted by the
Combat Reflexes feat. Dexterity is the ability most influenced by
outside influences (such as armor).
Constitution (CON):
Constitution is a term which encompasses the character's physique,
toughness, health and resistance to disease and poison. The higher a
character's Constitution, the more hit points that character will have.
Constitution also is important for Fortitude saves, the Concentration
skill, and fatigue-based general checks. Constitution also determines
the duration of a barbarian's rage. Unlike the other ability scores,
which render the character unconscious or immobile when they hit 0,
having 0 Constitution is fatal.
Intelligence (INT):
Intelligence is similar to IQ, but also includes mnemonic ability,
reasoning and learning ability outside those measured by the written
word. Intelligence dictates the number of languages a character can
learn. It also affects how many skill points a character gains per
level, the Appraise, Craft, Decipher Script, Disable Device, Forgery,
Knowledge, Search.
Perception (PER):
Perception is the attribute which governs a character’s alertness
and awareness. Examples of using Perception are hearing faint running
footsteps, noticing an unusual rock or memorizing a car’s number plate
as it speeds away from an accident.
Perception (plural perceptions)
1. Conscious understanding of something.
2. Vision (ability)
3. Acuity
4. (Cognition) That which is detected by the five senses; not
necessarily understood (imagine looking through fog, trying to
understand if you see a small dog or a cat); also that which is
detected within consciousness as a thought, intuition, deduction, etc.
To succeed at a Perception roll the PC must roll a 1d100 higher
than the PER score.
Wisdom (WIS):
Wisdom is a composite term for the characters enlightenment, judgment,
wile, willpower and intuitiveness. It affects Will saving throws,
Listen, Profession, Sense Motive, Spot, and Survival skills.
Charisma (CHA):
Charisma is the measure of the character's combined physical
attractiveness, persuasiveness, and personal magnetism. A generally
non-beautiful character can have a very high charisma due to strong
measures of the other two aspects of charisma. It affects Bluff,
Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate.
Comeliness (COM):
Comeliness (COM): Is the differentiate between physical attractiveness
and Charisma. Physical attractiveness is the perception of the physical
traits of an individual human person as aesthetically pleasing or
beautiful , and can include various implications such as sexual
attractiveness and physique.
*If the CHA score is low ( less than 50) then add 25 to the COM score.
If the CHA is 51 or higher than subtract 25 from the COM score.* Note a
COM score cannot be more than 100.
CHARACTER COMPOSITE SCORE
In order to move the game along and to make task resolution more
efficient a system using a composite score instead of using the nine
ability scores in every situation.
Strength, Dexterity, Agility and Constitution are added up and divided
by four to create the ADAC composite score.
Intelligence, Perception and Wisdom are added up and divided by three
to create the IPW composite score.
Charisma, Comeliness are added up and divided by two to create the CC
composite score.
For example:
Buck Hunter 1st level SAD / SOG Player Character.
STR: 76
DEX: 80
AGL: 21
CON: 32 SDAC score = 52
______________________________________________________________
INT: 86
PER: 96
WIS: 32 IPW score = 71
______________________________________________________________
CHA: 17
COM: 92 CC score =59 See rule for CHA.
SAVING THROWS
There are five kinds of Saving Throws:
Physical Toughness : [SDAC score or better on a 1d100-CON.]
A PT save represents, incorporating, fortitude, stamina,
ruggedness, physique, bulk, metabolism, resistance, immunity, and other
similar physical qualities. Fortitude saves involve a character's
resistance to an effect that directly attacks his health, stamina. This
includes resisting poison, and ignoring horrible. Typically, Fortitude
saves are the sort of thing that a "tough guy" would be good at.
Fortitude saves are affected by the Constitution base stat.
Reflex : [SDAC score or better on a 1d100-DEX.]
A Reflex save represents physical (and sometimes mental)
agility, incorporating quickness, nimbleness, hand-eye coordination,
overall coordination, speed, and reaction time. Reflex saves involve a
character's ability to move out of the way of an incoming object or his
ability to leave an area in a short amount of time. This includes the
character's ability to dodge falling rocks. Typically, Reflex saves are
the sort of thing that an agile person would be good at. Reflex saves
are affected by the Dexterity base stat.
Willpower : [SDAC score or better on a 1d100-WIS.]
A Will save represents inner strength, incorporating willpower,
mental stability, the power of the mind, levelheadedness,
determination, self-confidence, the superego, and resistance to
temptation. Will saves involve a character's mental resistance to
mental dominance, confusion, stress, and insanity. This includes the
character's ability to resist a torture, and to resist supernatural
fear. Typically, Will saves are the sort of thing that a confident or
determined person would be good at. Will saves are affected by the
Wisdom base stat.
Awareness: [IPW roll 1d100 or less to be successful]
Awareness is usually rolled by 'The Director,' (or Game Master)
to see if a character spots something at least partially hidden, or
unobtrusive. This is not a learned skill but one that is acquired by
experience in the military special operations.
Concentration:[IPW roll 1d100 or less to be successful]
Attention is the cognitive process of selectively concentrating
on one aspect of the environment while ignoring other things.
HEALTH POINTS (HP):
Health points are a measure of a character's vitality or health; they
are determined by the character's class (certain occupations breed
hardier people) or race, and Constitution score. Health points are
reduced whenever a character takes damage. Typically beings fall
unconscious at 0 HP. Living creatures reduced to negative HP's continue
to lose additional HPs due to bleeding, etc. unless they are stabilized
by chance or healing. When a PC's hit points reach a negative total
equal to its Constitution score, it dies."
All OSS character's start with a HP as determined by the roll of
a 1d100 - CON score. This is the base score. You cannot increase your
total HP.
Example: Our PC “Buck” rolls a (1d100 - CON) 96-32= 64 HP for
Buck.
Fortitude
Fortitude is courage in the face of adversity. Characters have a
Fortitude score based on Constitution:
Subtract the appropriate fortitude score from incoming damage dice
before rolling them. Treat any result of less than 1 as 1 unless the
character has twice as much fortitude as the unmodified number of
damage dice.
Time
The combat mechanic is turn-based and operates in rounds. A round is a
discrete time interval (approximately 5 seconds) in which all involved
parties act in the combat. The order in which parties involved in the
combat act is determined by Initiative.
Initiative (Group)
In OpenCoreŽ , a character's initiative is a statistic (either
derived or not) which determines the order in which player
characters take actions, especially during combat or other
forms of conflict resolution.
Procedure:
1. Both opposing forces or parties roll a 1d6.
2. The party with the higher score gets first swing or desires to hide
or simply go away.
3. If the party with initiative chooses to attack combat begins.
Individual Initiative
Players roll 1d20 then add their Dexterity modifier and Weapon speed to
determine their Initiative score. The highest score gets to act first
in the Action phase. Weapon speed is described below.
Action
Characters may make a single action per combat round. Actions include
movement, use of a Power, use of a skill, bide, attack and defense.
Movement: Character can move ten feet per action.
(Fantasy rules only) Powers: Character can use one of his Powers. If
the power is a touch-based attack, it is assumed that the character
attacks at the same time.
Skills: Character can use one of his skills. Many skills are unsuited
to combat and the GM can apply penalties to the skill's success roll.
Bide: Character is preparing to act. Next round he gets a +20 bonus to
his Initiative roll.
Attack: Character uses one of his attack skills against opponent.
Defense: Character is focusing on defense until his next action -
defensive skills are doubled.
Hitting the Enemy
When an attack is made using attack skills or Physical Powers, we
compare the numbers. Mental Powers operate differently - see below.
The attacker rolls 1d100 and adds it to the combat skill he is using.
In the case of touch-based Powers, use the Hand-to-Hand combat skill.
Applicable bonuses are added as well. Statistic modifiers are NOT
added, since they are already factored in to the relevant skills. In
the case of Physical Powers which are not touch based, the Power's
score is used as the combat skill.
The defender rolls 1d100 and adds it to the defense skill he is using.
Evade is the most useful, but it is possible to use other skills, such
as Acrobatics. Applicable bonuses are added as well, though once again
statistic modifiers are not added.
The two totals are compared, and the higher number wins. If it is the
attacker, the hit was made and damage needs to be determined. If it is
the defender, the attack was not successful and no damage was dealt.
1d100 +attack skill & bonuses vs. 1d100 +defense skill & bonuses
Mental powers used in combat cannot be blocked, though they can be
lessened or negated with Magic Resistance. If a character has Magic
Resistance, they can effectively ignore any Mental Power with a score
below their Magic Resistance. Read the entry for Magic Resistance in
the Powers section for more detail.
mental power - magic resistance = power's effective score
Fumbling
If either of the characters rolls 01-05, this is considered a Fumble.
When an attacker fumbles, he automatically misses his target. When a
defender fumbles, he is automatically hit. In either case, a roll on
the Fumble Chart is required:
Fumble Chart
01-60 Attacker/defender recovers from fumble.
61-80 Attacker/defender stumbles, -20 to defense until next
turn
81-90 Attacker/defender falls over - opponent gets an
immediate extra attack
91-95 Attacker drops weapon and injures self with it
Defender zigs when he should have zagged - takes double damage
96-100 Attacker drops weapon and injures self with it -
double damage
Defender zigs when he should have zagged - takes triple damage
Damage
If an attack or Power is successful, damage is dealt. Any Power capable
of doing damage describes how much damage it does in the Powers
section. Weapons do damage based on weapons class - all weapons will
fall into one of the major categories. It is possible for a weapon to
be better than the average weapon of its class, but this is up to the
GM and is simply a bonus applied to the specific weapon. Some Powers
(like Armor and Shielding) prevent some forms of damage.
Damage is subtracted first from Toughness, then from Hit Points. Once
Hit Points reach zero, the character has died and must wait a day of
game time to regenerate. It is possible to regenerate badly - a
regeneration chart can be found in the Running the Game Section.
Armor & Damage Reduction
As expressed above, damage can be reduced by using Powers like Armor
and Shielding. Characters can also wear conventional armor to prevent
physical damage. Physical armor works like Toughness. All armor is
given an armor rating and can take that much damage before it is
useless. A character wearing armor would first lose points from the
armor, then from Toughness, then from Hit Points.
Since armor restricts movement, wearing armor implies a penalty to
Initiative. The table below shows the amount of damage armor can take
before being rendered useless and the Initiative penalty.
Armor Damage Rating Initiative Penalty Description
Leather Armor 25 -5 Leather, either thick or hardened.
Chain Mail 40 -10 Small, linked chain woven together
to form a shirt, or
coif, or similar.
Metal Plate 75 -30 Solid plate shaped to fit the
body, jointed at
appropriate places.
Kevlar Vest 50 -5 "Bullet proof" vest.
Plated Vest 85 -10 A vest sewn with light, hardened
plates.
Police Riot Gear 100 -15 Heavy bullet-proof body armor,
boots, gloves &
helmet.
Military PPE 150 -20 Personal Protection Equipment -
similar to riot gear but
stronger.
Critical Hits
Critical Hits are rolled whenever damage is done to Hit Points. Damage
is done to Hit Points after Toughness has been depleted or in special
cases, like being hit with something the character has a substance flaw
against. If a critical is rolled while the character still has
Toughness left, the amount of Toughness is used as a negative modifier
for the critical.
Which table is used depends on the weapon type. Certain weapons and
Powers have bonuses or penalties to their critical hits. Crits are
rolled using 1d100 and adjusting for bonuses and penalties.
If the unmodified attack roll (1d100) at the beginning of the attack
was less than 20 the strike was weak and a -20 penalty is applied to
the critical hit roll. If the unmodified attack roll at was greater
than 80, the strike was very effective and a +20 bonus is applied to
the critical hit roll.
Terminology
Stun: unable to attack, -50 to defense rolls
Unconscious: unable to attack, defend, move or use Powers
Bloodloss: -1 HP loss per round
Slash - Impact - Puncture - Shrapnel - Burn
Slash Critical (blades, claws)
-19 to -10 no extra damage
-9 to 0 no extra damage
0 to 10 no extra damage
11 to 20 no extra damage
21 to 30 no extra damage
31 to 40 no extra damage
41 to 50 +5 damage
51 to 60 +5 damage
61 to 70 +10 damage
71 to 80 +10 damage, bloodloss
81 to 90 +15 damage, bloodloss
91 to 100 +15 damage, stun 1 rounds, bloodloss
101 to 110 +20 damage, stun 2 rounds, bloodlossx2
111 to 120 +20 damage, stun 2 rounds, bloodloss, location
severed, -40 to applicable skills
Impact Critical (falls, fists, clubs)
-19 to -10 no extra damage
-9 to 0 no extra damage
0 to 10 no extra damage
11 to 20 no extra damage
21 to 30 no extra damage
31 to 40 no extra damage
41 to 50 no extra damage
51 to 60 no extra damage
61 to 70 +5 damage
71 to 80 +5 damage, stun 1 round
81 to 90 +10 damage, stun 2 rounds
91 to 100 +10 damage, stun 2 rounds, location broken, -30 to
applicable skills
101 to 110 +15 damage, stun 3 rounds, location broken, -30 to
applicable skills
111 to 120 +15 damage, unconscious 1 round
Puncture Critical (bullets, spears, stakes)
-19 to -10 no extra damage
-9 to 0 no extra damage
0 to 10 no extra damage
11 to 20 no extra damage
21 to 30 no extra damage
31 to 40 no extra damage
41 to 50 no extra damage
51 to 60 +5 damage
61 to 70 +10 damage
71 to 80 +15 damage
81 to 90 +20 damage, bloodloss
91 to 100 +20 damage, bloodloss
101 to 110 +25 damage, bloodloss, stun 1 round
111 to 120 +25 damage, bloodloss, stun 1 round, location damaged,
-20 to applicable skills
Shrapnel Critical (grenades, shotguns)
-19 to -10 no extra damage
-9 to 0 no extra damage
0 to 10 no extra damage
11 to 20 +5 damage
21 to 30 +5 damage
31 to 40 +10 damage
41 to 50 +10 damage, bloodloss
51 to 60 +15 damage, bloodloss
61 to 70 +15 damage, bloodloss, stun 1 round
71 to 80 +20 damage, bloodloss, stun 1 round
81 to 90 +20 damage, bloodloss x2, stun 1 round, location damaged
-20 to applicable skills
91 to 100 +30 damage, bloodloss x2, stun 2 rounds, location
damaged -20 to applicable skills
101 to 110 +40 damage, bloodloss x3, unconscious 1 round,
location destroyed -40 to applicable skills
111 to 120 +50 damage, bloodloss x5, unconscious 2 rounds,
location destroyed -40 to applicable skills
Burn Critical (fire, electricity, acid)
-19 to -10 no extra damage
-9 to 0 no extra damage
0 to 10 no extra damage
11 to 20 no extra damage
21 to 30 no extra damage
31 to 40 +5 damage
41 to 50 +5 damage
51 to 60 +5 damage
61 to 70 +5 damage, location damaged -20 to applicable skills
71 to 80 +10 damage, location damaged -20 to applicable skills
81 to 90 +10 damage, location severely damaged -30 to applicable
skills
91 to 100 +15 damage, location severely damaged -30 to applicable
skills
101 to 110 +15 damage, location destroyed -40 to applicable skills
111 to 120 +20 damage, location destroyed -40 to applicable skills
Weapon Statistics
All weapons fall into one of the classes listed below. Most physical
Powers (those that require touch) use the Hand-to-Hand skill to
determine attack success. Hand-to-Hand damage is applied on a
successful hit in addition to the damage done by the Power.
The Speed Factor is used in determining initiative - the higher the
number, the better the chance of acting first in combat.
Weapon Class
|
Speed Factor
|
Damage
|
Hand to Hand
|
30
|
1d6+STR
|
Thrown weapons
|
25
|
Per weapon
|
Archery
|
15
|
1d10
|
Knife
|
25
|
1d10+STR
|
Sword
|
20
|
2d10+STR
|
Small Club
|
25
|
2d6+STR
|
Large Club
|
20
|
2d10+STR
|
Small Handgun 35 1d10+5
Large Handgun 20 2d10+5
Rifle 15 3d10
Assault Rifle 10 3d10 single
3d10+10 burst
3d10+20 full auto
Shotgun 15 3d10+5
Portable AT 0 5d10+30
Gunnery 5 5d10+30
Last update: 12/08/2010