148 lines
14 KiB
TeX
148 lines
14 KiB
TeX
\setcounter{page}{1}
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\section{Weapon Qualities (GCB. 86)}
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A quality is either active or passive. A passive quality is always in effect, an active one requires activation after the weapon hit, spending a set amount of \advantage. Unless it is stated, active qualities cost \advantage\advantage.
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.2\textwidth}|m{0.69\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{QUALITY}} & {\color[HTML]{FFFFFF} \textbf{EFFECT}} \\ \hline
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Accurate (passive) & Add \boost equal to the Accurate rating to all combat checks with this weapon. \\ \hline
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Auto-Fire (Active) & + \difficulty to check if using the quality. If used, you can use \advantage\advantage to hit an additional time. You can do this any amount of times. The additional hit functions exactly as a normal hit, dealing base damage + the number of \success on the check. \\ \hline
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Blast (Active) & Every character engaged with the user of the weapon takes damage equal to the weapon's blast rating, plus the \success from the combat check. Can also be activated if the weapon does not hit with \advantage\advantage\advantage. \\ \hline
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Breach (Passive) & Weapon ignores 1 vehicle defense or 10 soak per breach rating. \\ \hline
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Burn (Active) & When Burn is triggered, one target hit by the attack continues to suffer the weapon’s base damage at the start of each round for a number of rounds equal to the weapon’s Burn rating. This may be triggered multiple times, but not on the same target. The target succeeding on an Easy/Average (\difficulty/\difficulty\difficulty) Coordination check can stop the effect. \\ \hline
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Concussive (Active) & \\ \hline
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Cumbersome (Passive) & You must have a Brawn equal to or above the Cumbersome rating \\ \hline
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Defensive (Passive) & A weapon with Defensive increases user's melee defense by its Defensive rating. \\ \hline
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Deflection (Passive) & A weapon with Deflection increases user's ranged defense by its Deflection rating. \\ \hline
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Disorient (Active) & Disorients for a number of rounds equal to the weapon's disorient rating. \\ \hline
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Ensnare (Active) & When Ensnare is triggered, one target hit with the weapon becomes immobilized for a number of rounds equal to the weapon's Ensnare rating. This may be triggered multiple times, but not on the same target. A Hard (\difficulty\difficulty\difficulty) Athletics check can break the target free. \\ \hline
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Guided (Active) & Can only be triggered if the attack misses, and must be triggered with \advantage\advantage\advantage. Roll a new attack roll, where you add the weapon's Guided rating to the ability. \\ \hline
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Inaccurate (Passive) & Add \setback equal to the Inaccurate rating to all combat checks with this weapon.\\ \hline
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Inferior (Passive) & \\ \hline
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Knockdown (Active) & Knock the target prone. \\ \hline
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Limited Ammo (Passive) & Must be reloaded with a maneuver after being used an amount of times equal to the weapon's Limited Ammo rating. \\ \hline
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Linked (Active) & Spend \advantage\advantage to gain an additional hit, up to an amount of times equal to the weapon's Linked rating. \\ \hline
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Pierce (Passive) & Ignores soak equal to the weapon's Pierce rating. \\ \hline
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Prepare (Passive) & You must use a number of preparation maneuvers equal to the item's Prepare rating before using the item. \\ \hline
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Reinforced (Passive) & \\ \hline
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Slow-Firing (Passive) & Must wait an amount of rounds equal to the weapon's Slow-Firing rating until you can use it again. \\ \hline
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Stun (Active) & When activated, deals an amount of strain to the target equal to the weapon's stun ability. It ignores soak. \\ \hline
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Stun Damage (Passive) & Deals strain damage instead of wound damage. \\ \hline
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Sunder (Active) & When activating Sunder, the attacker chooses one visible item wielded by the target. That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If the item is already suffering major damage, it is destroyed. Sunder requires \advantage to activate, and may be activated even if the attack is unsuccessful. Sunder may be activated multiple times in the same attack, but each activation must be applied to the same item. \\ \hline
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Superior (Passive) & \\ \hline
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Tractor (Passive) & \\ \hline
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Unwieldy (Passive) & You must have an Agility equal to or above the Unwieldy rating \\ \hline
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Vicious (Passive) & Adds 10 times the weapon's Vicious rating to all critical injury rolls it causes. \\ \hline
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\end{tabular}
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\newpage
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\section{Healing}
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\begin{center}
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\begin{minipage}[t]{0.46\textwidth}
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\vspace{-50pt}
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\subsubsection{Healing Wounds (GCB. 116)}
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\begin{itemize}
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\item \textbf{Natural Rest}: A full night of rest heals 1 wound.
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\item \textbf{Medicine Check}: A character may receive ONE Medicine check per encounter to heal wounds and strain. Difficulty is based on chart. On success, a target heals wounds equal to \success and strain equal to \advantage.
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\item \textbf{Autohealer}: Heals 5 wounds minus number of autohealers taken the same day.
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\end{itemize}
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\subsubsection{Healing Critical Injuries (GCB. 116)}
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Once a week, critical injuries can be attempted to be healed with a medicine check with a difficulty equal to the one written in the Critical Injuries table.
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\end{minipage} \hfil \hspace{30pt}
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\begin{minipage}[t]{0.46\textwidth}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.5\textwidth}|m{0.39\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{WOUNDS}} & {\color[HTML]{FFFFFF} \textbf{DIFFICULTY}} \\ \hline
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Half or less of threshold & \difficulty \\ \hline
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More than half of threshold & \difficulty\difficulty \\ \hline
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Exceed threshold & \difficulty\difficulty\difficulty \\ \hline
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\multicolumn{2}{|c|}{\cellcolor[HTML]{2D4864}{\color[HTML]{FFFFFF}\textbf{MODIFIERS}}} \\ \hline
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Performing on self & +\difficulty\difficulty \\ \hline
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Performing without tools & +\difficulty \\ \hline
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\end{tabular}
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\subsubsection{Healing Strain}
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\begin{itemize}
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\item \textbf{Natural Rest}: A full night of rest recovers all strain.
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\item \textbf{End of an Encounter}: A character may perform a simple (-) Cool or Discipline check at the end of an encounter and recover strain equal to \success.
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\item \textbf{Medicine Check}: As described under "Healing Wounds".
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\end{itemize}
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\end{minipage}
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\end{center}
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\section{Status Effects (GCB. 114)}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.2\textwidth}|m{0.69\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{STATUS EFFECT}} & {\color[HTML]{FFFFFF} \textbf{EFFECT}} \\ \hline
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Staggered & Staggered characters cannot perform actions. \\ \hline
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Immobilized & Immobilized characters cannot perform maneuvers. \\ \hline
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Disoriented & A disoriented character adds \setback to all checks. \\ \hline
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\end{tabular}
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\section{Spending Threat and Despair}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular}{|m{0.14\textwidth}|m{0.75\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{ROLL}} & {\color[HTML]{FFFFFF} \textbf{RESULT}} \\ \hline
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\threat or \despair & \wrap{The character suffers 1 strain\\\vspace{-8pt}\\The character loses the benefit of their last maneuver.}{0.75} \\ \hline
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\threat\threat or \despair & \wrap{An opponent may immediately perform a free maneuver.\\\vspace{-8pt}\\Add \boost to the targeted character's next check.\\\vspace{-8pt}\\The character or an ally gains \setback on their next action.}{0.75} \\ \hline
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\threat\threat\threat or \despair & \wrap{The character falls prone.\\\vspace{-8pt}\\A good thing happens to an enemy.}{0.75} \\ \hline
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\despair & \wrap{The character's weapon runs out of ammo.\\\vspace{-8pt}\\Upgrade difficulty of ally's next check.\\\vspace{-8pt}\\The tool or weapon used becomes damaged.}{0.75} \\ \hline
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\end{tabular}
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\newpage
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\subsection{Critical Injury Table (GCB. 115)}
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\begin{center}
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\rowcolors{1}{tablecolor1}{tablecolor2}
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\begin{tabular*}{1\textwidth}{|m{0.065\textwidth}|m{0.17\textwidth}|m{0.69\textwidth}|}
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\hline
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\rowcolor[HTML]{F69337}
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{\color[HTML]{FFFFFF} \textbf{D100}} & {\color[HTML]{FFFFFF} \textbf{SEVERITY}} & {\color[HTML]{FFFFFF} \textbf{RESULT}}\\ \hline
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01-05 & Easy (\difficulty) & \textbf{Minor Nick}: The target suffers 1 strain. \\ \hline
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06-10 & Easy (\difficulty) & \textbf{Slowed Down}: The target can only act during the last allied Initiative slot on their next turn. \\ \hline
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11-15 & Easy (\difficulty) & \textbf{Sudden Jolt}: The target drops whatever is in hand. \\ \hline
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16-20 & Easy (\difficulty) & \textbf{Distracted}: The target cannot perform a free maneuver during their next turn. \\ \hline
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21-25 & Easy (\difficulty) & \textbf{Off-Balance}: Add \setback to the target's next skill check. \\ \hline
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26-30 & Easy (\difficulty) & \textbf{Discouraging Wound}: Move one player pool Story Point to the Game Master pool (reverse if NPC). \\ \hline
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31-35 & Easy (\difficulty) & \textbf{Stunned}: The target is staggered until the end of their next turn. \\ \hline
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36-40 & Easy (\difficulty) & \textbf{Stinger}: Increase the difficulty of the target's next check by one. \\ \hline
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41-45 & Average (\difficulty\difficulty) & \textbf{Bowled Over}: The target is knocked prone and suffers 1 strain. \\ \hline
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46-50 & Average (\difficulty\difficulty) & \textbf{Head Ringer}: The target increases the difficulty of all Intellect and Cunning checks by one until this Critical Injury is healed. \\ \hline
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51-55 & Average (\difficulty\difficulty) & \textbf{Fearsome Wound}: The target increases the difficulty of all Presence and Willpower checks by one until this Critical Injury is healed. \\ \hline
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56-60 & Average (\difficulty\difficulty) & \textbf{Agonizing Wound}: The target increases the difficulty of all Brawn and Agility checks by one until this Critical Injury is healed. \\ \hline
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61-65 & Average (\difficulty\difficulty) & \textbf{Slightly Dazed}: The target is disoriented until the Critical Injury is healed. \\ \hline
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66-70 & Average (\difficulty\difficulty) & \textbf{Scattered Senses}: The target removes all \boost from skill checks until this Critical Injury is healed. \\ \hline
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71-75 & Average (\difficulty\difficulty) & \textbf{Hamstrung}: The target loses their free maneuver until this Critical Injury is healed. \\ \hline
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76-80 & Average (\difficulty\difficulty) & \textbf{Overpowered}: The target leaves themselves open, and the attacker may immediately attempt another attack against them as an incidental, using the same pool as the original attack. \\ \hline
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81-85 & Average (\difficulty\difficulty) & \textbf{Winded}: The target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed. \\ \hline
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86-90 & Average (\difficulty\difficulty) & \textbf{Compromised}: Increase difficulty of all skill checks by one until this Critical Injury is healed. \\ \hline
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91-95 & Hard (\difficulty\difficulty\difficulty) & \textbf{At the Brink}: The target suffers 2 strain each time they perform an action until this Critical Injury is healed. \\ \hline
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96-100 & Hard (\difficulty\difficulty\difficulty) & \textbf{Crippled}: One of the target’s limbs (selected by the GM) is impaired until this Critical Injury is healed. Increase difficulty of all checks that require use of that limb by one. \\ \hline
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101-105 & Hard (\difficulty\difficulty\difficulty) & \textbf{Maimed}: One of the target’s limbs (selected by the GM) is permanently lost. Unless the target has a cybernetic or prosthetic replacement, the target cannot perform actions that would require the use of that limb. All other actions gain \setback until this Critical Injury is healed. \\ \hline
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106-110 & Hard (\difficulty\difficulty\difficulty) & \textbf{Horrific Injury}: Roll 1d10 to determine which of the target’s characteristics is affected: 1–3 for Brawn, 4–6 for Agility, 7 for Intellect, 8 for Cunning, 9 for Presence, 10 for Willpower. Until this Critical Injury is healed, treat that characteristic as one point lower. \\ \hline
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111-115 & Hard (\difficulty\difficulty\difficulty) & \textbf{Temporarily Disabled}: The target is immobilized until this Critical Injury is healed. \\ \hline
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116-120 & Hard (\difficulty\difficulty\difficulty) & \textbf{Blinded}: The target can no longer see. Upgrade the difficulty of all checks twice, and upgrade the difficulty of Perception and Vigilance checks three times, until this Critical Injury is healed. \\ \hline
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121-125 & Hard (\difficulty\difficulty\difficulty) & \textbf{Knocked Senseless}: The target is staggered until this Critical Injury is healed. \\ \hline
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126-130 & Daunting (\difficulty\difficulty\difficulty\difficulty) & \textbf{Gruesome Injury}: Roll 1d10 to determine which of the target's characteristics is affected: 1-3 for brawn, 4-6 for agility, 7 for intellect, 8 for cunning, 9 for presence, 10 for willpower. That characteristic is permanently reduced by one, to a minimum of 1. \\ \hline
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131-140 & Daunting (\difficulty\difficulty\difficulty\difficulty) & \textbf{Bleeding Out}: Until this Critical Injury is healed, every round, the target suffers 1 wound and 1 strain at the beginning of their turn. For every 5 wounds they suffer beyond their wound threshold, they suffer one additional Critical Injury. \\ \hline
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141-150 & Daunting (\difficulty\difficulty\difficulty\difficulty) & \textbf{The End is Nigh}: The target dies after the last Initiative slot during the next round unless the Critical Injury is healed. \\ \hline
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151+ & - & \textbf{Dead}: Complete, obliterated death. \\ \hline
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\end{tabular*}
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\end{center}
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