CONVERT CONVERT OK
5 old points = 2 new points
old 125+125 = new 50+50
old 50+50 = new 20+20
DICE
Active Value + 1d8 - 1d8 vs Defending Value
STATS
(all base 3, human max 7)
Agi cost 3 (Agility: whole-body movement, dodging)
Dex cost 3 (Dexterity: hand-eye coordination, attack accuracy)
Con cost 3 (Constitution: endurance, pain threshhold, disease/poison resistance)
Wit cost 2 (Wits: quick thinking, perception)
Pre cost 3 (Presence: influence other people)
Spi cost 2 (Spine: resistance to Presence)
Psy cost 2-4 (Psyche: psionic/magical power) [1]
Body = 5+(Con*2), cost 1/2, human max 20
Soul = 5+(Psy*2), cost 1/2, human max 20 [1]
Init = Wit+Spi, cost 1, human max 20 (Initiative)
Armor = 0, cost 1, human max 0
Res = (Con/2)+3, cost 1/2, human max 6 (Resilience)
Str = 2 DC, cost 3, human max 4 (Strength)
Running = 3", see powers for cost, human max 4"
Swimming = 1", see powers for cost, human max 2"
[1] Not used in "mundane" games
SKILLS
Major skill: 1 pt for stat+0, 1pt for +1
Minor skill: 1 pt for stat+0, 1pt for +2
Intelligence-based skills: no stat, base 3, use skill levels
Skill levels
2 pt: up to 5 skills
3 pt: all skills
4 pt: overall level (includes combat)
Combat skill levels:
1 pt: OCV or DCV for one weapon/power
2 pt: all ranged, all melee, all OCV, or all DCV
3 pt: all combat
4 pt: overall level (includes noncombat skills)
Languages:
1 pt: can get by
2 pt: completely fluent
CLOBBERIN' TIME
Roll Init to determine order of action
Everyone gets one combat action and one move action per round
Combat action can be used as a second move action
Combat and move actions can be taken in either order, or even
interspersed (eg, move-by)
MANEUVERS
Move Action
Move up to movement rate
Dodge: +2 DCV
Protect bystander: give own DCV to bystander, if attack still hits,
hits protector unless hit by 7 or more
Move and protect bystander: as above but -2 DCV
Combat Action
Move action
Attack!
Defend: +2 DCV
Use skill
Full Action (Move action + Combat action)
As Combat action at +2 OCV/skill
MULTIACTIONS
Each additional target: -2 OCV/skill, -1 DCV
Each additional type of action: -2
Full round action: +2 (reduces penalty by 2)
Maximum total penalty: Init result for current phase
Charge (Move action + multiaction of Move action and Combat action)
-1 DCV, -2 OCV/skill in addition to combat action modifiers
ABORTING
Refreshes DCV (negates previous maneuver modifiers)
Execute one move action, with all DCV modifiers
Lose next action
Can't abort again until after phase/init count of next action
(If already acted this phase, roll init next phase)
CLOBBERIN'
OCV is normally Dex + levels
DCV is normally Agi + levels
Damage = DC * 2 + 1d8 - 1d8
If hit by 0, treat positive modifer as negative (-7 to 0)
If hit by 7 or more, treat negative modifier as positive (0 to +7)
Armor subtracts directly from incoming damage
Each point of resilience converts one point of damage to stun
If attack has more levels of piercing than armor has levels of hardness,
armor & resilience are halved.
If inflicted damage (normal+stun) of attack > Body/2, stunned for 1 round
When accumulated damage (normal+stun) > Body, unconscious
When accumulated normal (non-stun) damage > Body, dying
Knockback
Damage/2, -5, -size (default 2)
Each level of piercing reduces knockback by 2"
POWERS
Advantages & Limitations
Most advantages increase active cost, but ones that don't make the
power more effective only increase real cost
Most limitations reduce real cost, but ones that make the power less
effective reduce active cost
Active cost = base cost * (1 + active advantages / 1 + active limitations)
Real cost = active cost * (1 + real advantages / 1 + real limitations)
Attacks
Ranged Attack: costs 2 per DC, ranged
Melee Attack: costs 2 per DC, Str stacks
Strength: costs 3 per DC
KO Attack:
KO or nothing: costs 1 per 2 DC, no range, no Str
stun, KO, or nothing: costs 1 per DC, no range, no Str
Transformation: FIXME based on number of active points changed
Drain: costs 6 per 2 active points drained (+1d8-1d8, as for damage)
Neutralize: costs 3 per 2 active points neutralized (+1d8-1d8)
Suppress: FIXME continuous
ranged/not ranged [+/-1/2] (a)
Str does/doesn't stack [+/-1/2] (a)
piercing [+1/2] per level, -2" KB per level, see above
autofire: 2pt levels vs multitarget penalties (reduce to -1 OCV & -0
DCV for each additional target up to number of levels),
reduced lethality [-1/2], target's Res counts double (a)
reduced penetration [-1], target's Armor counts double (a)
gradual: FIXME
Mental/magical attacks:
OCV not based on Dex [+1/2]
DCV not based on Agi [+1/2]
bypasses barriers: FIXME as indirect
extended range [+1/4 per 10x range]
Entangle: FIXME
Defenses
Armor: costs 1 per pt
Resilience: costs 1 per 2pts
hard [+1/4], see above
Movement
Automatically multipowered: full price for most expensive movement
power, 1/5 price for each other movement power (minimum cost 1)
Human normal: 3" Run [3] + 1" Swim [1/2 * 1/5 = 1]
Running: costs 1 per 1"
Clinging: costs 2 per 1"
Swimming: costs 1 per 2"
Flight: costs 2 per 1"
Gliding: costs 1 per 1"
Superleap: costs 1 per 2"
Swinging: costs 1 per 2"
Teleportation: costs 2 per 1", note that double move is two jumps
farjump [+1/4], double move as one full-phase action
Noncombat movement: FIXME
Senses
Scan: FIXME
Analyze: FIXME
Detect: FIXME
Perception bonuses: costs 1 per +2
Chrome
Create: FIXME
Shapeshift: FIXME
Images: FIXME
Darkness: FIXME
Invisibility: FIXME
Change Environment: FIXME
Life Support: FIXME
Restoration: FIXME
Regeneration: FIXME balance with restoration continuous persistent etc
Aid: FIXME multiplier on active points added (balance with usable by others)
DISADVANTAGES
Psychological Limitation
rare 2, uncommon 4, common 6
weak (Spi vs 0 to resist) +0, moderate (Spi vs 3) +2, strong (Spi vs 6) +4
Physical Limitation
rare 2, uncommon 4, common 6
minor +0, major +2, overwhelming +4
Social Limitation
FIXME
Enemy
FIXME
Vulnerability
FIXME
Susceptibility
FIXME
Accidental Activation
FIXME
Berserk
FIXME
This file was last modified at 1626 on 11May07 by trip@idiom.com.