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Turn Flowchart

1) This document outlines rules for combat in a roleplaying game, including initiative, actions during combat turns, ranged combat, melee combat, vehicle combat, and accessing computer systems. 2) It describes how to determine initiative order and what actions can be taken on a combat turn. Players subtract 10 from their initiative roll and those with a positive score can take an additional action. 3) Details are provided for resolving different types of combat actions like ranged attacks, melee attacks, and vehicle combat. Steps are outlined for accessing computer systems as a decker.

Uploaded by

Renato Leite
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
124 views

Turn Flowchart

1) This document outlines rules for combat in a roleplaying game, including initiative, actions during combat turns, ranged combat, melee combat, vehicle combat, and accessing computer systems. 2) It describes how to determine initiative order and what actions can be taken on a combat turn. Players subtract 10 from their initiative roll and those with a positive score can take an additional action. 3) Details are provided for resolving different types of combat actions like ranged attacks, melee attacks, and vehicle combat. Steps are outlined for accessing computer systems as a decker.

Uploaded by

Renato Leite
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Subtract 10

Beginning with from each


Roll Initiative
highest initiative initial score.
1d6+R+Modifiers Players > 0 take
roll take actions.
another action

When all PCs/NPCs


reach 0, Roll Initiative
again.

Delay Action
Free Complex Move
Action Action ment
Combat Turn ACTION
These can occur in any order.
Free Simple Simple Move
Action Action Action ment
Target’s dmg
Ranged Determine Apply Roll Attack Skill + resistance test: Body
Situational Combat Dice vs TN = + Combat Dice
Combat Range to find VS.
Modifiers # of successes.
Action base TN Weapon Power -
Armor Rating = TN

Attack Successes =
Defense Successes,
Weapon does base DMG Attack Successes > Defense Successes,
Results DMG LVL increased for every 2
successes.

Attack Successes < Defense Successes,


DMG LVL decreased for every 2
successes.

If attacker rolls all 1’s or


Defender rolls all 6’s, OR if the
attacker rolls no successes, it is
a miss. *defender may opt to roll CPD separate. If successes with
CPD>attacker successes, it is a clean miss.

½ Power of Attack is TN vs. Body Test:


Successes > 1(Light Wound), 2(Moderate), 3(Serious)=no effect.
Successes = 1, 2, 3 = Knockback 2 steps away from attack.
Successes < 1, 2, 3 = Knockdown.
Deadly Wound always = Knockdown.
Melee Attacker’s Combat Defender’s Combat Character with most
Skill + CPD Skill + CPD successes hits the
Combat vs. vs. other. Tie goes to
TN4 + Modifiers TN4 + Modifiers the attacker.
Action

Character that hit


increases DMG LVL for Tie = Base Melee
every 2 successes DMG LVL

Body
Vs..
Attacker’s weapon modified Str – Target’s Armor Impact Rating
(TN)
Every 2 Success decreases DMG LVL
Vehicle GM declares speed and distance Vehicle Points + Terrain Allocate dice from the
of NPC vehicles. Players declare Points + Speed Points = Control Pool for Drivers
Combat their speed. (Unless Partial Maneuver Points Test (& passenger
incapacitated/unconscious) action phases)
(Rigger 2) Score.

GM determines All characters resolve actions All drivers, Roll for Driver’s Points
any changes to as per normal combat rules. passengers, (Passenger phase
vehicle speeds, Passengers must wait until pedestrians roll turn.) Finalize
distances, terrain phase turn/Driver point score. for Initiative. Maneuver Score.
types.
Decryption Test: Decryption Module
rating + Int + Task Pool Dice
Find a hardwire Tap Dataline: Dataline tap rating +
Vs.
Accessing AP (camera,
Electronics Skill + Task Pool Dice
System’s Tech Rating (TN)
Vs.
a CCSS security door, System’s Tech Rating (TN.) Successes >
Successes > Vigilance Code equal
a successful tap. Failure sets
gun port, etc..) Vigilance Code equal a successful tap.
security system on alert.

*Consider each step before combat begins a complex action.


** Task Pool Dice do not refresh between steps.
Attack: A Complex Action
Intruder uses Karma Pool
vs. Defender's WP
Defender uses Control
Adjust: Protocol Emu Rating +
Pool vs. Intruder's WP
Int + Task Dice
Vs. Rigger Roll Winner
System’s Tech Rating (TN.) rigged Chooses
Successes > Vigilance Code Combat Initiative
equal a successful tap. Failure Disengage: A
Free Action that
sets security system on alert.
surrenders
control of the
system
Decker Rules:
Rigger with most
 No Matrix Programs
successes does
 +2 modifier on all tests
 -2 Initiative (no dice from deck’s Response (Willpower)L Stun, Determine
Increase.) increasing DMG LVL
for every 2 successes
Damage
 Control Pool = ½ Emu Utility Rating.
 Decker takes DMG as if from non-lethal black over opponent. Tie
IC. goes to attacker.

Losing rigger makes Body Test (may use Control Pool up to Body
Combat ends when 1 of the 2 riggers Rating) Vs Winner’s WP.
disengages or passes out.
(Optional) Determine Spell Determine
Apply
Casting Allocate Magic Pool (Exclusivity, Target (Line-
Dice to Success Tests, Physical or Mana, Situational
Spells of-sight &
Drain Resistance Tests Category, Modifiers
or Spell Defense. Duration.) base TN)

If spell does not require target


to make Spell Resistance Test, Success Test:
apply successes to determine Force + Magic Pool
final effect. Vs.
Drain Resistance Test: Modified TN
Spellcaster’s WP +
Magic Pool If target has more Spell Resistance Test: Target’s Body
Vs. successes, spell has no (Physical) or Willpower (Mana) +
Modified Spell Force effect. If spellcaster has Spell Defense Dice
(TN) more, see individual Vs.
Reduce Drain for spell for effect. Spell Force Rating
every 2 successes.
Apply Damage.

*If force of spell exceeded spellcaster’s Magic Rating, If spell cast was Damaging
Damage applies to Physical Condition monitor. Manipulation spell, use
(Ranged) Damage
Resistance Test instead.
Each member
Lock spell onto Spell effect is
Team chooses makes Drain
target w/ material assessed by
Casting Ritual spell, combines
link. Hours = Spell standard Spell
Resistance
Magic Pool of all Test. Leader
Sorcery Spells members, leader
Force Rating. Ritual Success Test,
distributes any
Pool Dice Vs. TN using Ritual
declares Force. remaining dice
(see chart p.135) Magic Pool.
from the pool.

**Team members w/ extra dice


Sustaining Spell: May be from foci, totem modifiers, or
maintained for # of hours = spirit aid they have not
Magic Rating of Leader x # of previously used in casting the
dice left in RMP. Mages may use *Magicians on the team spell, they may add those dice to
elemental to maintain for # of may sustain the spell simply Drain Resistance Test.
days = Spell Force Rating. by remaining locked into the
team and concentrating on
the spell.
Roll Conjuring Skill Roll Spirit’s For every 2 The winner
Dice (+ Foci, Force Dice successes more than decides
Banishing Totem modifiers) Vs. the other, reduce whether
Vs. Magician’s Magic/Force of the combat
TN = Spirit’s Force. Magic Rating. loser by 1 continues.

**Lost Magic or Force is regenerated at a rate of 1/hour

*If Magician is the one who summoned


the Spirit, they may use Charisma Dice.

The process is repeated until the


Magician’s Magic reaches 0
(passes out) the Spirit’s Force
reaches 0 (utterly destroyed,) or
the winner of a round decides to
end the combat.
The Declare Observation
Range: Move
Matrix Range about freely.

Sensor Range: Program rating + Decker succeeds if they roll


Use Sensor Hacking Pool more successes than the
Utility against Execution Test: Vs. node + enough successes to
IC or Node Node System Rating (TN) beat security rating of Node.

If # of Successes beats
*Decker may try to execute
Node Security Code, Roll
again after failure with +2
# of dice = System Rating
modifier to all TNs.
Vs.
Persona Evasion Rating
(TN)
**Additional successes above
those needed to defeat the IC
Execute Masking Utility: IC rolls # of Dice= and Security Code are used to
Roll # of dice = Program IC Rating determine result of Utility.
Rating Vs.
Contact Vs. Persona Masking
Node Security Rating (TN) Attribute (TN)
Range: Successes = or >
Node’s Security
Masking *If Decker’s test succeeds but not with enough LVL(color) executes
successes to ALSO overcome the Security LVL, IC Masking Program.
won’t react. Decker may try again with +2 to all TNs.
Persona Vs. IC: Resistance Test:
Program Rating +
Hacking Pool
IC Rating
Vs.
Vs.
Node System Rating (TN)
Decker’s Computer
Contact Skill (TN)
Execution IC Vs. Persona:
Range: Test: See IC Rating
Combat Above Vs.
MPCP + Hacking Pool
Bod
Vs.
Node System Rating
Persona Vs. Persona: (TN)
Program Rating +
Hacking Pool
Vs. MPCP + Hacking
Opposing Deck’s Evasion Pool
Rating (TN) Vs.
Decker’s Computer
Skill (TN)
*If IC is attacking IC: IC Rating vs. Node
System Rating (TN)

Compare Execution Test successes


Vs.
Resistance Test successes.

Including extra successes needed for


Node Security, compare successes to
*IC never needs to overcome Security Codes.
**Persona ignores Security Codes when Resisting. determine effect.
***Extra Successes are used to determine the effect based on
individual programs or ICs

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