FTRPG Rules Version 2.0 (Medium)
Chapter 7: Combat
What is the wasteland like?
It's the same there as our world.
There is no absolute justice, but neither is it completely evil.
If I had to summarize something......
The wasteland is a chaotic world. People follow their own rules and move forward in the endless wilderness.
When different laws collide, when survival and survival conflict, the battle happens.
PartI:
Combat readiness stage
BeforeCombat
Armament of weapons
WeaponEquipping
In spokes, each person has two hands...... (Huh?) Plankton? Wanaming ball? Dog? ……………… Get out of here! )
So, naturally, each person has two hands that can be equipped with weapons.
Generally speaking, people who do not have special talents or stunts have "dominant handedness" and "non-dominant handedness". (Left or right, whatever you want)
Dominant weapons are called "Primary Weapons", and non-dominant weapons are called "Secondary Weapons".
You can only equip your primary weapon - for example, you can equip two daggers or two pistols, but only the dominant one can be used to attack.
If your dominant hand is unable to fight for some reason (e.g. with a crippled arm), you can only use a second weapon with -10 hits and +1 AP for attack.
The weapon you hold in your non-dominant hand is considered a secondary weapon. The second weapon can be swapped to the primary weapon slot without costing AP - of course, both weapons must be one-handed. Note that some weapons can be used one-handed, but one-handed will be depreciated (e.g. rifles). In general, only purely one-handed weapons (such as pistols, **G, daggers, etc.) are suitable for this.
If you have a weapon marked "two-handed", you cannot have a second weapon.
But in addition to this, each person can also have a BackpackWeapon. This backup weapon can be taken out with 2AP and placed in the main weapon slot, while the current weapon is placed in the reserve position.
Alternatively, you can place no more than 10 or 10 pounds of props here without a spare weapon. Only 2AP is required to use spare props.
You can only use these three weapons in battle. Also, you won't be able to change the equipped weapon in battle, but you can throw your current weapon into your backpack with 4AP.
These three weapons must be written on the character card, and the specific format can be found in the "Props" chapter.
Note: If you don't have enough strength to meet the weapon requirements, you can't equip the weapon.
Weapon status
WeaponCondition
The status of the weapon is divided into six levels:
Excellent, perfect. The condition is a perfect weapon, with a 20 bonus on HC, a bonus of 1/2 of the original gun's damage on damage (if the original bonus is less than +10, you get +5), and often some special genera, such as "super high durability", "high speed", "high power sweep", "high CC rate", and so on. Perfect-grade weapons are hard to come by, and they can't be repaired to this point - a perfect weapon requires a lot of money, a lot of adjustments, and repairs. A perfect weapon, generally worth three times its basic value - the purchase price? I don't know, it's better to consult a professional gunsmith, but be prepared to see astronomical prices.
Good, good. The condition is a good weapon, with a 10 bonus on the HC. When your repair skills are high, you can repair weapons to this state, see the "Wasteland Life" chapter below. In general, good weapons are hard to come by, but they are not as rare as perfect. A good-tier weapon that is worth 1.5 times its base value.
Normal. The condition is an average weapon, then it is really average. There are no special effects, but there are no adverse effects. Repairs can generally repair weapons to this state. Value is the basic value, and the value of weapons lower than this level is also theoretically the basic value - because it can generally be repaired to this level, but it does not rule out the possibility of some black shops killing people.
Bad, poor. These weapons have begun to be a little unstable, their hit rates have weakened, and they are not in particularly good condition. Weapons in a worse condition, HC has a -10 impairment.
Danger. Weapons at this level are basically half a scrap, and both power and hits are very low. HC-20 has a power reduction of 1/2 of the original firearm power (-5 if the original bonus is less than 10), and the CM rate is 5 higher than usual.
Damaged. Damaged weapons are generally unrepairable and unusable - oh, can be used as blunt objects to smash people with melee weapon skills. Worthless.
In the beginning, the weapons you could buy were in average condition.
Weapon hits and damage
WeaponHitChanceandWeaponDamage
HitChance (HC) is a derivative value that appears for the purpose of calculation. There is no upper or lower limit on the hit rate.
Every weapon, when equipped on the body, its hit rate is already determined.
Hit rates are affected by the following aspects:
Weapon skills. The skill of using this type of weapon determines the basic hit rate of this weapon. For example, if you have 80% of your Spear skills, you will start with 80 Shotgun Accuracy.
Weapon status. The effect of weapon status on weapon accuracy is described above. For example, a poorer weapon has a -10 impairment.
The weapon itself xìng can. Many, or most weapons, have an impact on their own accuracy. Note that most of the dual-purpose weapons have different hit rate modifiers, please list them separately. For example, the correction value of the 10mm**G point shè is 0, and the sweep shè correction value is -10.
Ammo modifiers. Many munitions have "penetration", and when using these ammos, the penetration is also counted towards the weapon's hit rate.
Other factors. For example, the hit value/depreciation caused by stunts, backgrounds, talents, skills, etc., however, if it is a hit rate of a situation, it is generally not counted as a weapon hit rate, but is corrected with a separate item when throwing sè (rare, it is best to list it as well, so as not to forget jì).
It is expressed by the formula as follows:
HC=Skill+ConditionModify+WeaponModify+AmmoModify+OtherModify
For example, in the **G above, the final calculation result is 80-10+0+0/80-10-10+0, and HC is 70/60(B).
The damage of a weapon is the genus xìng of the weapon itself.
There are two parts to the damage of a gun: weapon bonus and bullet power. For example, with the .223FMJColt shotgun, the bullet power is 1d12 of .223 bullets, and the gun bonus is +10, and the theoretical damage of this gun is 1d12+10.
However, this is often not always the case.
Many skills and perks have a modifier for weapon bonuses, such as weapon specialization or large gun skills, weapon status, and so on.
At this point, the weapon's bonus will change.
The main components of weapon value are as follows:
The weapon itself has a bonus. It's the bonus that is written in the weapon's description. For example, the +10 one above. Sometimes, it will also include the bonus value of the special genus xìng of this weapon.
Weapon status bonus. For example, if the Colt Shotgun status above is "Perfect", the weapon's power will be increased by 1/4, becoming +12 (Move Down).
Skill bonus. For example, if you have a good skill with a large gun, your power will increase when you use a large gun (see Skills). There are also abilities such as medical and wilderness survival that will also have power bonuses (generally marked separately and counted as separate items when the damage is rolled).
Other added value. Including stunts, talents, and more. For example, there is also a Perk weapon, the Colt Shotgun, which increases its power by 20% and increases the weapon's power by another 20%, becoming +14 (still moving down). The damage value can only be calculated by the result, not by the probability. For example, two 1/4 bonuses would result in +14 instead of +15 for this gun.
Eventually, add the bullet damage value to the weapon bonus to get the final damage of the weapon.
Formula:
Damage=AmmoDamage+WeaponBonus+ConditionBonus+SkillBonus+OtherBonus
For example, the shotgun above, the final damage is 1d12+14.
Armor equipment
WearingArmor
Armor is the best way to protect yourself.
You'd be hard-pressed to find something more secure than wearing a piece of PowerArmor.
Armor gives you the opportunity to block damage (additional AC, BonusAC) and the ability to mitigate damage if you are hit (Damage Block, DT).
Any piece of armor will have two such genera xìng.
Different armor will have different genera xìng; Some may be particularly good at blocking or bounce off the chance of damage, with a high AC but a poor DT; Some may be particularly mitigating certain types of damage, but less effective for others, such as electromagnetic armor (TselaArmor).
Of course, there are also a lot of armor with special abilities, and there are also a lot of armor that can cause your talent to decrease or your skills to decrease.
Equipped armor can only be equipped before battle, and it is not possible to change the equipped armor during battle.
Most armor consists of a helmet of the same armor level, which provides considerable protection for the head (usually the same and AC and slightly weaker DT). Only some armor uses different helmets, which we will explain in the props.
The armor values, including AC and DT, are written in the "Additional AC" and "Additional DT" fields on the character card.
The state of the armor
ArmorCondition
The armor status is also divided into six levels.
Excellent: Perfect. Perfect-level armor with 20% more DT and AC (Draw Down) on all fronts! There is often a particularly strong protection in one area. This armor, like a Perfect Tier gun, is hard to come by. It was possible to forge this kind of armor with Repair and Science, but it was a very high level of work. The value should be twice the standard value...... However, there is a question of whether Dacheng can be bought.
Good: Good. Good level armor with an additional 10% AC. Generally, it can be repaired up to this time.
Normal: Normal. Armor of the average level, that is, the average level (nonsense...... )。 There's no added value, but it's still durable.
Bad: Poor. Poor armor, AC remains the same, but all DT decreases by 20% (closer down).
Danger: Endangered. Armor at this level is basically half a scrap. Both AC and DT fell by 50% (moving downwards).
Damaged: The damage is damaged. Damaged armor is worthless. - The rest of the use is probably to wear a heavy one, maybe to keep warm (who said metal armor can keep you warm?). )。
The armor you can buy at the beginning is in normal condition.
Weapon slots for hand-to-hand combat
UnarmedCombat
The weapon slot for hand-to-hand combat is different from anything else.
You can't have any weapons in your hands - except for that reserve weapon slot.
You can choose two of the attack skills you have to put in the weapon slot (e.g. punches and legs).
Their hits and damage are clearly explained in the Abilities chapter, so I won't go into details.
AP-based combat
CombatbasedonActionPoints
The combat system of this TRPG is based on action points.
Each character has action points, which determine how many actions he can do in his turn.
Here's an example of what you can do with Action Points:
0AP: Switch to a second weapon
1/2AP: Run 1m (if no other action is taken)
1AP: 1 m is moved
2AP: Pick up props from the ground, reload simple guns, switch to spare weapons, use spare props, move 1m on muddy ground/with a lame
3AP: Attack with fists/gloves/some melee weapons, move 1m in thorns/swamps
4AP: Get up from the ground, use power-ups, rummage through corpses, reload complex weapons, attack with legs/most melee weapons/pistols/**G/throws, and move 1m through water
5AP: Attack with a rifle/assault rifle
6AP: Attack with a minigun/flamethrower/bazooka/grenade firer, cāo as a trap/mine
7AP: Attack with heavy machine guns/howitzers
15AP: First Aid/Tech Skill Use (can be postponed to the next round, and the AC itself is 0 in the process)
All AP: Shell loading, mortar shè, machine gun setup, certain special operations, and when the AP required for the operation has exceeded your maximum AP (except First Aid/Tech; In this case, the AP must be full to perform the actions of all APs), and after the full AP action is executed, the AC itself is lost.
The above is not absolute, some weapons will have their own instructions, subject to the instructions on that weapon.
Decide on the order of action
DetermineSequence
The order of action is a sign that determines the order of the two sides' shots.
Before each battle, decide on the order of action (1d20+SE).
If the order value is larger, he can strike first - he can also choose to postpone his action when it is his turn to act, and lower his order of action to a position he wants - but he cannot increase the order value unless he himself changes the order value for some reason (such as waking up from a coma).
attack
Attack
The sequence of actions is decided, and the cost of the AP is understood, and the attack should begin.
The APs required for the attack are already available in the table above; Note that in any case, the number of APs attacked once will not be less than 2.
Special attacks, including aim attacks and sweeps, are generally AP+1 required for a single shè hit (with the exception of some special firearms).
PartII:
Hit calculations
toHit
Previously, we already had ready-made values: weapon accuracy (HC), defense strength (AC).
Now, we can simply use these two values to determine whether to hit or not.
1d100+HC-AC, if it is greater than 100, it will be hit.
That's the standard rule for hits.
What if there are special circumstances? For example, an attack beyond AR? Attack in the dark?
Let's list the corrections for each of these special cases below.
Note 1: Some skills/perks will add points to the situation. This hit rate is only used in the appropriate case. In this case, these modifiers should be added to the hit calculation.
Note 2: Many of the following rules are optional, and if you don't want to use them, you can disable them.
Optional rule: Exceed AR attacks
When the target is beyond the AR but within the weapon's accurate range: in this case, it will result in a -10 correction per m.
AR Table:
PEAR
12
24
36
48
510
612
715
818
921
1024
1128
1232
1336
1440
1545
1650
1755
1860
1965
2070
For example, if you hit an enemy at a distance of 20m, there will be a -20 modifier.
If this rule is not selected, all attacks beyond the AR will not be allowed.
In the standard case, the angular sèshè is taken the lesser of the AR and the weapon is accurate.
Optional rule: Illumination correction
Different levels of illumination will have different effects on hits.
Note that ranged refers to non-hand-to-hand/melee weapons. Unless it's a 1m distance sweep shè (Burst), the others are not considered close. For each battle, the illumination of the scene is indicated in the title bar above.
Full illumination (sunny day, high-brightness room scenes): 0
yīn day/rain/floating dust: -10
Low-light areas/low-light rooms/heavy rain/blowing sand/fog: -20, close-quarters -10
Rainstorm/Sandstorm/Dark Cave (with Lighting Sticks/Torches): -30, -15 at close range
Storm/Hurricane/Tornado/Cave of Total Darkness: -50, Close -20
Night:
Full Moon: -10
Half Moon: -20, Close -5
Quarter Moon: -40, close -10
If you don't use this rule, the lighting will not affect you in any case.
Optional rule: occlusion
Occlusion causes a drop in hit rate.
Whenever there is more than one person/obstacle in a straight line between you and your opponent, it is considered to be covered.
Everyone who is facing is fully occluded; Each diagonal occupancy is semi-occluded (see below for schematic diagram).
Full occlusion schematic:
P**A****B***E
P*****
******
**A***
***B**
****E*
Both A and B in the image above result in full occlusion.
Semi-occluded schematic
P**A*****C*
*******B**E
In the image above, A and B cause semi-occlusion, and C does not.
Full occlusion generally results in a 20% impairment in hits; Semi-occlusion typically results in a 10% impairment.
Note: Full occlusion is a rule used by Jian Yì, especially for aimed attacks and throwing attacks.
Semi-occlusion is an optional rule because it is difficult to determine.
Optional Rule: Combat Position Transformation
In the default rules, all fights are fought on standing.
Combat position transformation is an optional rule, and cāo is more complex to do, but has a higher true xìng.
Transitions between standing and crouching require 2AP, and transitions between crouching and prostrate require 2AP.
Standing: None, 1AP/m is required to move.
Crouching: +10 for all guns, -20 for melee hits, and 2 AP/m for movement. The crouch state has no effect on AC.
Prone's feature: +20 for all firearms, can't do melee attacks, requires 4AP/m to move. The creeping state is considered fully occluded, with 20 AC, but its own AC drops by 10.
The final hit calculation formula:
1d100+HC-AC-Total occlusion correction
Formula for calculating hits for optional rules:
1d100 + HC-AC-AR Correction - Occlusion Correction - Lighting Correction + Other Bonuses + Combat Position Correction
Aim to attack
TargetedShot
Aim attacks are a special type of attack.
Aim attacks reduce speed and attack a specific part of the opponent, resulting in a higher chance of heavy hits.
Generally, aiming shè hits will add an additional 1 AP cost.
There are four specific locations for aimed attacks: arms, legs, abdomen, and head. The difficulty varies.
Targeting different positions to attack will result in different CC results. All CC caused by aiming attacks is treated as additional CC.
Aim Modifier: Fix for aiming status (Unfortunately, our speed shè characters won't have this mode.) )
Body: 0%
Legs: -10% at close range, -20% at range, +10% at CC, and all hits deal 1.5x damage.
Abdomen: -15% at close range, -30% at range, +10% on CC, and all hits deal 2x damage.
Arms: -20% in melee, -40% in range, +15% in CC, 1.5x damage on all hits.
Head: -25% at close range, -50% at range, +20% at CC, and all hits deal 2x damage.
All of the above hit bonuses are multiplied by the bonus after the final result (i.e., after all the calculations are completed).
Aiming Hit Calculation Formula:
1d100+HC-AC - Aim Correction - Full Occlusion Correction
Calculation of Burst Shot:
The sweeping line is shown in the figure (A is the attacker, O is the target).
********
A*****O***
********
If there is a person or obstacle in the middle, the main target will become that person, as shown in the figure:
********
A**H**O***
********
The attack is now determined to be H.
Sweep shè hit formula:
1d100+ sweep shèHC-AC
But now this number jù is not a hit or not, but the final result is calculated: for example, if the result of this formula is 45, then 45% of the bullets hit the target, and the Damage is calculated.
Special sweep shè weapons move upward; Instead, move downward.
If there is an occlusion, then the object hit by the bullet becomes the occluder.
Sweep shè weapons with less than 10 rounds at a time, and for each additional 10 throws, one more hit is added. For example, for a weapon with 3 shè shots, 130 results are all hits.
Note: All optional rules can also be applied to sweep shè (except for occlusion rules).
The difference between Qi shè (Double Shot) and sweep shè
The weapons of the shotgun series are all Qi shè.
The biggest difference between Qi shè and sweep shè in terms of hits is that if Qi shè hits more than 100, it is considered to be all hits, and vice versa.
On the other hand, the number of hits should be gradually increased according to the results.
Optional rule: Other bullet hits
The sweeping shè cone is a cone with a length of three meters to the left and right of the target and an extension of ten meters.
If there are other people in the sweep shè cone, these missed bullets are used for the hit (d12 per bullet, which can be thrown all at once and then calculated).
1-3 shè empty
4 Left side is the closest
5 on the right side of the closest
6 extensions are recent
7 extends the second
8 The second on the left
9 The second on the right
10 extends the third
11 extends the fourth
12 original goals
If there is no one in the position, it is considered MISS.
Throwing attacks
Throwing
Thrown attacks ignore the opponent's armor AC and only count their own AC.
In addition, the shè of the throwing attack is taken as the smaller value between AR and ST*2.
When the throw exceeds 100, you can try to catch the opponent's grenade and throw it back as long as you are in the throwing path, but your skill result must be greater than 50+ opponent's throwing result.
The Miss result algorithm caused by the throw is different. When throwing Miss, roll 1d10 to determine the fate of the grenade (see table below).
1-2 Explosion under their own feet
3. Left deviation of 1 meter
4. 1 meter to the right
5. More than 1 meter at a distance
6. The distance is less than 1 meter
7. Left deviation 1d4 meters
8. Right deviation 1d4 meters
9 more than 1d4 meters at a distance
10 is less than 1d4 meters away
11-12 hit the first/second person on the 1m radius of the shè line (if any, more than two will be judged by d4, d6, d8, etc.)
Knock down
When you attack with a melee weapon or a sweeper, you have a chance to deal a knockdown.
Knockdown is EN judged.
Melee weapon knockdown DC: Weapon knockdown DC+ST, DC below 10 does not need to be determined.
Sweep shè weapon knockdown DC: 10 or more shots (inclusive) percentage of weapons, hit 50% or more, DC is 12 at 50%, and increase by 2 for each additional 10% DC of the above hits.
PartIII:
Damage and heavy hits
DamageandCritical
Calculation of damage
The basic formula for calculating damage is also very simple:
Damage = Ammo Damage + Weapon Bonus - DT
Weapon damage has been written out before.
In contrast, the damage modifiers are very small, only those corresponding situation modifiers, plus it is fine.
Calculation of sweep shè damage
Sweep damage is increased by the amount of ammo.
Therefore, the most important damage in the sweep shè weapon is the damage of the ammunition part.
The formula is as follows:
Damage = Ammo damage * number of hits + weapon sweep bonus - DT
For example, hitting 5 rounds of 1d12 bullets is 5d12 + weapon sweep shè plus value - DT.
This weapon sweep bonus will be included in the weapon description, regardless of the number of hits.
The same is true for Qi shè's damage calculations.
For example, if the power of 12 gauge/BS per shot is 1d20, the total power of DS is 2d20 + gun bonus - DT.
If Qi shè more is also calculated.
Types of injuries
There are many types of damage. Below, we'll briefly describe the categories of damage and weapon damage that each type of damage falls into.
Normal
Weapons that are not specified are normal damage.
Almost all bullet weapons are normal damage.
Use DT:Normal.
Laser
All laser weapons deal laser damage, of course.
In addition, pulse damage is also subject to this impairment.
Use DT:Laser.
Fire Damage
The main sources of fire damage are incendiary bombs and flamethrowers.
If the fire damage is not fully negated, the horn will catch fire. Ignite deals 1d6 damage per turn, which cannot be offset with DT.
Use DT:Fire.
Plasma
The sources of plasma damage are plasma grenades, plasma grenades, and plasma guns.
Use DT:Plasma.
Explosive
Sources of blast damage include shrapnel grenades, artillery shells, rocket launchers, mines, etc.
Use DT:Explosive.
Pulse Damage
Pulse damage is halved against mobs.
Use DT:Laser after halving.
EMP
EMP damage doesn't work against mobs, but it's strong against machines.
Electron countermeasures EMP use Plasma.
Yan zhòng mistakes
CriticalMiss
Yan zhòng has a turnover rate of at least 5. (1-5)
When there is a mistake in the face, the attack will definitely be missed.
Also, there is a bug add-on effect from the following table:
1 AP is lost, and all remaining APs in the round are lost.
2 falls to the ground, loses all their APs and falls to the ground.
3 Flying wreck, a small anvil fell from the sky and hit you...... Takes 1d10 damage, cannot be dodged, cannot be weakened.
4 accidental injury, hit the person closest to the target. (No guns, change to AP all loss; empty-handed, it will be changed to self-injury)
5. Misfire, hit yourself, damage the same as the power of the weapon...... (If it's a rocket launcher or flamethrower...... Silence. (Guns or not are counted)
6 weapons get out of their hands and fall to the ground. Weapon status reduced by one level.
4 ammunition was damaged, and now all the ammunition inside the gun is missing. Weapon status reduced by one level. If you don't have a gun in your hand, you can get rid of your weapon instead; Empty-handed, it is changed to self-injury.
5 jammed, now the guns can't be shè, it takes a whole round to clean up the jam. Weapon status reduced by one level. Use a normal melee or melee weapon instead of a weapon to get out of hand; Empty-handed, it is changed to self-injury.
9 Explosions, all people within a 2Hex radius take (see note) damage. Weapon status reduced by two levels. Use a melee or melee weapon to self-damage + weapon status reduced by two levels; If you are empty-handed, you will have a disabled arm.
10 weapons damaged. If you don't have a weapon in your hand, you can use your dominant arm instead.
Notes: Explosive power, pistol -1d8+5, rifle/**G/assault rifle -2d10+8, energy gun/Gauss gun/machine gun 3d12+10, stronger ones are 3d20+15.
whack
CriticalHit
There are two components to the Bash probability:
Luck probability and additional probability.
Additional probabilities are mainly the probabilities generated by the attack method (e.g. the extra CC obtained from aiming attacks).
Within the range of the probability of 100% dice luck, it will hit and generate CC anyway;
Within the range of the 100% increase in the probability of the dice, if you finally attack Miss, you will not produce Life Neutral CC.
Effect of targeting different parts:
Legs: -10% at close range, -20% at range, +10% at CC, and all hits deal 1.5x damage.
Abdomen: -15% at close range, -30% at range, +10% on CC, and all hits deal 2x damage.
Arms: -20% in melee, -40% in range, +15% in CC, 1.5x damage on all hits.
Head: -25% at close range, -50% at range, +20% at CC, and all hits deal 2x damage.
Heavy hit tables used to target different parts:
Body (Torso, default attack part)
1 knockout
21.5x damage
3 knockdowns and 1d6m repulsion
4. Piercing armor ignores DT and lowers armor status by one level
52x damage
6. The weapon is out of hand, and the weapon status is reduced by one level
71d4 turns stun
81d2 turns out to be unconscious
93x damage ignores DT and reduces armor status by two levels
10 is death, HP is reduced to -10 (0 for machine qì people), and no one replenishes blood within a turn to die
Legs
(1.5x damage for all CCs)
1-3 knockout and repulsion 1d6 meters
4-5 Piercing Armor ignores DT and lowers armor status by one level
6-72 times damage, armor status reduced by one level
8-10 leg disability
Abdomen (Groin)
(All CC double damage)
1-3 Piercing Armor ignores DT and lowers armor status by one level
4-5 knockdowns and knocks back 1d6 meters to ignore DT and reduce armor status by one level
6-73 times damage, armor status reduced by one level
8-93 times damage ignores DT and reduces armor status by two levels
101d2 turns of loss of consciousness
Arms
(1.5x damage for all CCs)
1-2 Weapons fall to the ground, and the weapon status is reduced by one level
3-42 times damage ignores DT and reduces armor status by one level
5-6 The non-dominant arm is crippled, the weapon falls to the ground, the status is reduced by one level, and the two-handed weapon cannot be used
7-8 Disabled Hands and Arms, Weapons Fall to the Ground, Status Reduced by One Level, Two-Handed Weapons Cannot/Second Weapon Attack Punishment
9. Destroyed with non-dominant hand weapons
10. Destroyed with a handful weapon
Heads
(All CC2 damage)
1-41d4 turns stun
5-6 penetrates armor, helmets are destroyed
7-8 blinds, PE becomes 1, AR becomes 2, Hit-50
91d4 turns unconscious
10 instant death
Part IV: Post-War Processing
booty
Prizes
Depending on the situation of the enemy.
Generally speaking, rolling a d100 determines the quality of the object obtained. (The obtained object is fixed, up to the GM or refer to the wasteland ecology chapter)
d100 Results Loot (Worst Quality)
1-60 damaged
61-79 Endangered
80 endangered special weapons
81-88 is worse
89-90 inferior special weapons
91-98 average
99-100 average special weapons
D100 result product (average quality)
1-20 damaged
21-34 Endangered
35 endangered special weapons
36-48 is worse
49-50 inferior special weapons
50-77 average
78-80 average special weapons
80-91 is good
92-95 good special weapons
96-98 perfect
99-100 perfect special weapons
D100 result product (excellent quality)
1-5 damaged
6-14 endangered
15 endangered special weapons
16-28 is worse
29-30 inferior special weapons
31-67 average
68-70 average special weapons
71-86 is good
87-90 good special weapons
91-97 perfect
98-100 perfect special weapons
If it's armor, throw a good range and count it as average.
death
Death
When a mob has less than 0 HP, it decreases by 1 per turn.
If you receive first aid (as long as it is completed, whether successful or not), you will not be able to lose HP.
A creature with a HP of less than -10 and a machine with a human HP of less than 0 will die.
Death can be solved by reconstructing the angle sè/lowering the basic genus xìng.
Chapter 8: Life in Wasteland
The wasteland is a vast expanse of land.
From coast to coast, from Europe to Asia, there is wreckage and wilderness everywhere.
There are no multinational corporations all over the world, no well-built highways, no bright sunshine, just gray skies shrouded in residual shè dust.
To survive here, you need to use your human abilities to the fullest.
Remember, this is a brutal land. Those who cannot adapt are not eligible to survive.
Special damage
SpecialDamage
The following damages basically don't use hit calculations, DT or anything.
They're rarely seen in combat, but they can have a variety of effects on you.
burn
Burning
The burning state is a troublesome state - especially in battle.
The low power of flamethrowers is probably well known, not counting the high price and low ammo limit of these weapons......
But flamethrowers can create a very troublesome state: burning.
Burn condition: Hit by a fire attack with damage greater than 0.
Burn Effect: Deals 1d6 fire damage per turn (10 seconds), which cannot be offset with DT.
Burn Elimination: Roll underground for a full round (full AP action) and get up with 4AP for the next turn. You still have to take damage on the extinguish turn.
Acid
Acid
Acid attacks are uncommon - only with some special bullets and throwing weapons, and also in some real rooms, underground bases, etc.
But dealing with an acid attack is so cumbersome that the average person rarely has a way to deal with it.
If it is an acid attack, as long as it is hit, it will deal acid damage.
Acids can be expelled with medications, but some tongguò washes cannot be expelled unless the whole body is immersed in water or with drugs.
Types of acids
Type A: Type A acid is very powerful and can only deal 1d4 damage per turn.
In general, applying a needle liquid to the affected area can relieve the effect of type A acid. (This treatment needle cannot cause a therapeutic effect, and the application is a full AP action)
Type B: Type B is not an acid, it's a lye! The damage is 2d4 damage/turn.
Water can't wash off type B; The only way to dispose of it is vinegar or the "treatment agent" in the medical kit. (You wouldn't want to pour A-type acid on it, would you......?) Treatment with treatment agent or vinegar requires a whole round of time, and it is a full AP action.
Type C: Type C is the most powerful acid: it can deal 2d8 damage per turn.
Fortunately, by applying the liquid of 3 acupuncture injections and 1 super acupuncture to the affected area, the effect of type C can be removed. (These needles do not cause a therapeutic effect, and the application is a full AP action)
Type D: Type D is a so-called "chemical warfare specialty" agent that can deal up to 3d10 damage per turn; However, this is a limited weapon that stops killing for 1d10 turns.
So far, we haven't found a way to remove the D-shaped effect.
toxin
Poison
Poisoning is also a very troublesome state, and most toxins will reduce your abilities.
Almost all Venom Verdicts involve your ability to resist poison.
Anti-poison is determined using 1d100+PR, if it exceeds 100, it is considered that the resistance is successful, otherwise, it fails.
Different poison attacks will increase the number of poison levels in different ways, and every three points of poison will increase the effect by one level.
When poisoned, it is judged that the resistance is successful and will not be harmed; If you are unfortunate enough to be poisoned, it will be very troublesome to get rid of it.
You must do an anti-poison verdict every 10 episodes of venom (non-normal toxins are done every hour), and if successful, the poison is weakened by one level (not a little); If it fails, the poison does not change.
CC's automatic anti-poison is successful, and CM's poison is enhanced by one level.
Most genus xìng poisons will disappear spontaneously after 24 hours; Neurotoxins and Generic Toxins are two different systems of poison that increase/decrease in their respective systems. These two toxins are in conflict with each other, and neurotoxins can relieve the effects of general toxins, and vice versa.
You can use an antidote, which can reduce the toxin by 2/5/full clear, depending on the effectiveness of the antidote.
If you use your strength to resist the poison successfully (not disappearing naturally, nor resisting completely, but resisting the poison successfully one at a time), the resistance is permanently increased by 2.
Neurotoxin (denoted N-)
N-a type (0-3): A random genus xìng is reduced by 1 point. This is the weakest poison, and the poison is about to return to normal when it arrives here. Disappears automatically within 24 hours.
Type N-b (4-6): A random genus xìng decreased by 1d6 points. Disappears automatically within 24 hours.
N-c type (7-9): Random two genera xìng decreased by 1d6 points. Disappears automatically within 24 hours.
N-d type (10-12): Random three genera xìng decreased by 2 points. Disappears automatically within 24 hours.
N-e type (13-15): Randomly four genera xìng decreased by 1d6 points. Disappears automatically within 24 hours.
Type N-f (16-18): All genera xìng decreased by 2 points. Disappears automatically within 24 hours.
N-g type (19-21): A random genus xìng is lowered to 0, resulting in the consequence of decreasing to 0. Disappears automatically within 24 hours.
N-h type (22-24): all genera xìng decreased by 1d6 points. If it is reduced to 0, there will be corresponding consequences. Disappears automatically within 24 hours.
Type N-i (25-27): One hour after poisoning, all the genus is reduced to 0, coma. It doesn't go away automatically.
N-J Type (28+): Let's get ready for the future. If you can't get rid of the toxin within an hour or you can't fight it successfully (there is only one chance to fight it), you say goodbye to the world.
Poison (P-)
P-A (0-3): Deals 1 damage per turn. Disappears automatically after 50 episodes.
Type P-b (4-6): Deals 2 damage per turn. Disappears automatically after 50 episodes.
Type P-C (7-9): Deals 1d4 damage per turn. Disappears automatically after 50 episodes.
Type P-d (10-12): Deals 1d6 damage per turn. Disappears automatically after 50 episodes.
P-e (13-15): Deals 1d10 damage per turn. Disappears automatically after 50 episodes.
P-F (16-18): Deals 2d6 damage per turn. Disappears automatically after 50 episodes.
Type P-G (19-21): Deals 2d10 damage per turn. Disappears automatically after 50 episodes.
Type P-h (22-24): onset one hour after poisoning, coma. It doesn't go away automatically.
Type P-i (25-27): onset three hours after poisoning, anti-poison determination, HP-10 if failed; After one hour in this state, an endurance verdict (DC: 18) is taken, and if it fails, it dies.
P-j type (28+): 5 minutes after poisoning, if you fail, you will die directly, and if you succeed, you can delay it for another 5 minutes. It cannot be weakened unless it is CC.
Note: Determination of the random genus xìng (d8):
1ST
2PE
3EN
4CH
5IN
6AG
7LU
8 No reduction
Spoke shè
Radiation
The world of spoken......
What does it look like without spokes?
Spokeshè is one of the most dangerous enemies you can survive in this world.
In different regions, you will encounter different dangers. A survival must-have - the Geiger counter allows you to know the amount of radiation shè in your area.
It is almost impossible to consume the spokes through the natural route, and the degree of spokes will only drop a little bit every month.
However, you can use "Radaway" to remove the shè lines from your body, or "Rad-X" to increase your own anti-radiation shèng.
Regional discharge shè line residuals:
No: There is no spoke shè at all in the area, and you don't have to worry about the spoken-shè. The problem is that such areas are rare, and generally only those that are completely confined have this kind of result.
Trace amounts: Trace amounts are the amount of emissions in most wasteland villages and the wild. In small areas, an anti-radiation shè judgment needs to be done once a month, and if it fails, it will increase by 1-2 points.
Small amounts: A small number of spokes are commonly found in former large city locations such as San Francisco, Los Angeles, and other areas. There are also a small number of spokes in the vicinity of underground bunkers. A small amount of radiation shè needs to be judged once a week, and if it fails, the dose of radiant shè should be increased by 2-4 points.
Medium: The medium-weight radiation shè area is generally near the location of the nuclear bomb/nuclear power plant, and the gathering area of zombies is also generally this radiant shè degree. At this level of spokes, the zombie recovery rate doubles, and others must do an anti-radiation shè judgment once a day, and failure will lead to a 3-5 dose of spoke.
Massive: Radiation shè determination must be done every 4 hours, and in the past, the radiation shè amount was such in areas such as the nuclear bomb crash site and the interior of the nuclear power plant, and there would be a 5-point radiant shè dose each time - a radiant shè is a xiàn grade.
Exceeding the limit: This spoke shè zone can even damage the Geiger counter. Even if you're a zombie...... Aloof! Get away from here! Anti-radiation shè should be determined every minute, and the radiation shè dose should be 5 points each time.
Nuclei release shè state:
None (0-5): You are very healthy.
Slightly (6-10): Nothing happens.
Trace (11-15): Occasionally it feels a little hard, and there is no numerical response.
Light (16-20): Your skin starts to itch. The spokes shè starts to cause you some variations, two random genera xìng change 1d4-3 (if greater than 0 it increases, the range is -2~+1).
Medium (21-25): You begin to feel the discomfort that comes with the spokes. ST and EN are reduced by 2, and two random genera xìng change by 1d4-3, and a sixth toe may also grow.
Heavier (26-30): You start to be in a lot of pain. The maximum HP is permanently reduced by 1d10, and ST and EN are reduced by 1d4-1. You have lost the ability to reproduce.
Severe (31-35): You vomit, have diarrhea, glow at night, have a 20% chance to turn into a zombie, and your max HP is reduced by 5, but your PE is increased by 1.
Very severe (36-40): Once you don't transform into a zombie, this condition will bring you to the end of your life. You're covered in blood blisters, your skin is broken at the slightest hint of a stab, and your whole body is cancerous. You will die within 72 hours, and even if you are rescued, all genera will be permanently reduced by 2.
Extreme (41+): Don't think about Radaway. Rest in peace.
(The radiance in a zombie's body does not naturally decrease.) They will not react until they are extremely severe, and after reaching the limit, each time they increase the degree of radiation, there will be two genera xìng with a random change of 1d4-3 (range between -2~+1), but they will not die as a result. )
gas
Gas
There are many types of poison gases, which are divided into two types: inhalation and contact. Each person has two aspects of GasRes (GR), one against the other two types of gas.
There is no better solution than to use gas masks to prevent inhalation and full-body combat armor/environmental armor/energy armor to defend against contact.
Smoke: Nothing to the effect, but all people within the smoke radius are considered PE1, AR2, and hit -50.
Mustard Gas/Poison Gas: A poison gas that has been used since the beginning of World War I and can only be effective if inhaled. The effect is 1d10 damage per turn; After leaving the Poison Cloud Zone, the effect still lasts for 1d10 turns.
Tear gas: The same time-honored poison gas, not deadly. If inhaled, it will cough continuously, fall into a state of difficulty (base AC becomes 0, it takes 2AP/m to move), and it lasts for 1d10 turns after leaving the poison cloud area; If it comes into contact with the eyes, then it falls into a state of tearful 2d10 rounds blinding.
Acid Mist: Acid mist is a shameless poisonous gas. If inhaled, it deals 1d10 damage per turn, and remains in the area for 1d10 turns. If you come into contact with Acid Mist, deal an additional 2d20 damage of xìng.
Hypnotic Gas: During combat, it will make the inhaled person sleep for 5d10 turns; And make their base AC 0. If non-combat, the hypnotic gas will put the target to sleep for 5d 10 minutes.
TK-BMI Kill Gas: Deals 1d20 damage per turn for 2d6 turns. Inhale only.
Experience, leveling up and prestige
EXPerience,AdvancementandKarma
XP ......
This thing is ecstatic to many people, and it is hated by many people.
As you travel through the wasteland, the experience increases imperceptibly.
When you get a certain amount of experience, you can level up.
There are many sources of experience points, which are mainly composed of the following parts:
Combat XP: Combat XP, as the name suggests, of course, comes from the middle of the battle. Generally speaking, the experience gained from killing a creature is about 200 of that creature's level, and everyone shares it equally. For the mob level, see the Wasteland Ecology chapter. If a team kills 5 teams of enemies of the same number and level, it can basically be upgraded; However, with such a large number of enemies, it will be very difficult for the PC to win, so most GMs should reduce the number or quality of enemies appropriately. In general, it is not difficult to rely on combat upgrades. Combat XP is generally about 1/4 to 3/4 of an Adventure's XP. Below 1/4, the regiment has too little combat component, and it may lead to a feeling that there is nowhere to play in the battle to the PC. Above 3/4, the GM may have battles arranged too often, and this regiment is a combat-oriented regiment (not impossible, of course, but this is not recommended by Fallout's style). The amount of combat XP gained for each horn should be the same.
Mission XP: Mission XP is also one of the most important components of XP. Whether you eliminate the Marauders for the village, find out the Marauders ambushing the outposts in the village, or even just develop a strategic plan for the villagers to defend against the Marauders and successfully implement it, you can earn mission XP. For a typical regiment, the mission XP should be similar to the combat XP component. But one thing to note: if the mission is solved by force, the mission experience should be kept relatively low, because quite a lot of experience has already been given in the combat part.
Relative to combat experience, mission experience should also be between 1/4 and 3/4. Less than 1/4 are battle-oriented regiments, which mainly rely on combat to gain experience; The group that is higher than 3/4 is basically a plot group. This kind of group is the most demanding for the GM, because you have to put together a great script. GMs and PCs who want to challenge the plot group are generally experienced, otherwise it is difficult to control the difficulty of the plot group.
The mission experience points are almost evenly divided, but there is no problem of zài sacrifice. All the people in the team at that time can be assigned experience.
Horn sè play experience points: Horn sè play experience points are not a big pot of rice. Compared to the first two types of experience points, "those who see have a share", the experience points of the role of the horn sè are only issued to those PCs who are the most outstanding, and their horn sè is lifelike.
The effective way to get the experience points of the role of the horn sè is to write a battle report/horn sè memory. It is best to write the battle report from the perspective of the horn sè, which can greatly supplement the shortcomings of the horn sè.
The level is generally determined by the number of words, writing, attitude, etc., and is confirmed by the GM or voted by the PC.
The monetary reward is determined by the GM.
Rewards will be awarded for each battle report level
Very high Lv*200exp, and for each completed portion (usually 3 adventure reports), you can get an item of "excellent quality".
Relatively high Lv*150exp, you can get an item of "normal quality" for each part of the completion.
Generally, Lv*100exp, for each part of the completion, you can get an item of "poor quality".
There is a head but no tail, and the quality is inferior, etc. Lv*50exp
Never write a battle report Lv*0, and DM can also reduce the amount of experience it has to play in the corner
upgrade
After killing many people, completing many tasks, impressing the GM with the role of sè, and completing a lot of memories......
Congratulations. You're finally ready to level up.
The experience required to level up is as follows:
1:0
2:1000
3:3000
4:6000
5:10000
6:15000
7:21000
8:28000
9:36000
10:45000
11:55000
12:66000
13:78000
14:91000
15:105000
16:120000
17:136000
18:153000
19:171000
20:190000
21:210000
22:231000
23:253000
24:276000
25:290000
…………… The following is an analogy.
As you level up, you get HP/LV and assignable skill points based on SR.
Skill points can be used to improve skills as follows:
The range is not TagTag
1-1001SkillPoint=1Skill1SkillPoint=2Skill
101-1251SkillPoint=1Skill1SkillPoint=1Skill
126-1502SkillPoint=1Skill2SkillPoint=1Skill
151-1753SkillPoint=1Skill2SkillPoint=1Skill
176-2003SkillPoint=1Skill3SkillPoint=1Skill
201-3004SkillPoint=1Skill3SkillPoint=1Skill
300+5SkillPoint=1Skill4SkillPoint=1Skill
After each level-up, you'll have to update your character cards.
In the world of spokes, it is very rare to see a horn sè above Lv10 as a "high-grade horn sè".
Generally speaking, such an angular sè is enough to stand alone. Most of the average people are between 1-4 levels.
reputation
Prestige is the result of a horn sè action in the wasteland.
Prestige has two components: prestige level and prestige.
Prestige levels include the following:
No marking: The absence of a marker indicates that you do not have any special good or evil. There is no special good or evil, and you can't get any value added or minus. Of course, people who don't have good or evil can also get a high reputation, for example, "the president of NCR" is a person who everyone knows, but can't tell good and evil - oh, and the same is true for NewReno's AV stars.
+, Kindness: You have a little more compassion and public morality than others. Kindness is nothing more than a symbol-
Undesirable. You hate the so-called "rules", but you haven't reached the evil Cheng dù yet. Bad is just a symbol.
++, integrity. Your integrity is hated by those who know you, and they will look for an opportunity to frame you. You need to have at least a reputation of "Country Rumors" or more-
Evil. You can do whatever it takes for your benefit, and people who know you have already begun to avoid you – or to join you. You need to have at least "Country Rumors" or higher.
+++, Evil Eradicator. Eradicating evil has become a habit of yours - just like saving the world is to most games. In big cities, say your name and people will shake hands with you warmly and even give you a discount; If they know that you are near them, the evil cāo controllers may find a way to get rid of you. At least have a reputation of "fame" or more -
, enemies of the people. EnemyoftheStates…… That's you. It's hard to get into the larger towns because you're likely to have a wanted notice posted there. Although Jǐng Cha may not be able to recognize you, if you don't use a pseudonym, they will come back and hunt you down after checking the wanted notice. When the robbers in the field see you, they will respectfully retreat. At least have a reputation of "fame" or higher.
++++, Messenger of Justice. Justice is you, you are justice. Your name is sung by towns and cities, and even hundreds of kilometers away, caravans tell the story of your achievements. Marauders and the gangsters will even hold back when they know you're coming, and you're a must-kill on the killer's target list. At least have a reputation of "famous" or more-
, the agent of the devil. You are called the "agent of the devil", you do all kinds of evil, and your appearance is memorized by even every jǐng cha and adult. You'll probably have to be easy to get into the city, because even the council race in the bunker city will take you as one of the important achievements to be accomplished. Ask your name and the bandits, caravans and travelers of the wilderness will send money to keep you safe. At least "famous" or higher prestige.
+++++, the patron saint of the wasteland. You're there, and the wasteland is—at least in the legends that you are. Your name is sometimes juxtaposed with ChosenOne, and people believe that you are the beacon of the wasteland, and they may even organize groups to support you. If you were to run for mayor of a city, the mayor of that city would probably resign immediately. Countless people who think they are tough, or really strong, will make it their goal to make a name for themselves by defeating you. You are required to have done enough good deeds and have a reputation of "women and children" or more.
, the immortal evil god. You are a legend in the wasteland, and in the outlying tribes, your name is placed alongside "Juggernaut" and "Enclave" as a flying target. You kill like hemp, and everyone shouts and beats you. Your smile can send chills down your face, and your men are the most loyal defenders. If you enter the city as you are, you may even lead a block of people to escape without a trace. Those zhèngfǔ always pay a lot of money to hire bounty hunters and raid parties to kill you, and the gangsters will actually pay you protection money. You must have a reputation of "women and children know" or higher.
Prestige includes the following:
Obscurity (0): No one knows you. You are a stranger everywhere, and people will look at you with suspicion.
Hurried passer-by (1-2): You are a hurried passer-by, an ordinary traveler. Some cities will have a few people who have dealt with you, but it will be difficult for them to remember your name.
Country Myth (3-4): You will occasionally be mentioned in a topic like "I heard that a traveler once saved a child in the neighborhood......
Celebrity (5-6): "Oh! It turned out to be you! "There are a lot of people in your city who know you.
Fame (7-8): "I heard you're XXX? That one...... That one...... What are you doing? "Your name is being recited.
Fame (9-10): When your name is spoken, everyone will react differently.
Famous (11-12): Travelers in the wilderness have heard your name.
Famous (13-14): You are already really famous, and your looks are already well known.
Women and children know (15-16): What you do makes you known to everyone in the neighborhood for hundreds of kilometers.
Nobody Knows (17-18): The whole wasteland...... From coast to coast, you'll be recognizable everywhere you go.
Leaving a name in history (19-20): If someone really writes the history of the wasteland after rì, you will be missed...... That's impossible.
Prestige titles
These are all special designations given to those who have special behaviors.
There are many prestige titles, such as "Child Killer", "Playboy", "Bounty Hunter", "Skilled Striker", ...... Wait a minute.
The specific effects and types are designed by the GM yourself, these are things that are similar to lace and increase the fun of the game.
Falling to the ground, dizziness, and loss of consciousness
Knockdown,StunandUnconsciousness
These three states have a great impact on the battle.
Knockdown is one of the most common states and one of the most versatile states.
Downed methods include heavy hits, melee skills, melee weapon attacks, sweeps, and firearms...... And so much more.
But there is one thing in common: almost any knockdown method must be EN verified.
The knocked out horn sè, the next turn needs 4AP to get up to continue the fight. The fallen horn sè loses itself AC.
Stun is a rare state that can only be inflicted by CC and certain weapon features.
The stun horn is halved within the number of stun rounds and cannot be moved.
Therefore, if the vertigo horns want to fight, they can basically only attack with an all-AP attack, which will cause them to lose their own AC.
Stuns tend to last for several rounds and have a much greater impact on combat than knockouts.
Unconsciousness is the best and most cost-effective condition you can cause.
Losing consciousness of the horns, falling to the ground, losing all of its own AC, can not do anything.
Even better, this state of affairs tends to stretch for several rounds. During this time, this horn sè was like a wasted person.
Creating more special statuses is a great way to reduce the difficulty of combat.
Generally speaking, there is no other way than to wait for a natural return to these special states.
Disability, blindness and treatment
CrippledLimbs,BlindnessandHealing
Disability and blindness are also very important special conditions.
Generally speaking, the "disability" referred to in the world of spokes is a state in which the limbs/eyes are unable to function normally after being attacked, and it is not really a physical disability, but can be cured.
For true limb disability, see Trait.
There are two types of disability of the arm: non-handedness and handicraft.
Non-dominant handicaps generally do not cause major trouble, except that they cannot use two-handed weapons, and the second weapon falls to the ground.
However, handicraft disability is more dangerous. Not only are the above two drawbacks still there, but you'll only be able to attack with your non-dominant hand after that. In this case, the attack has a hit correction of -10, and the attack AP also costs an additional 1.
If both hands are disabled, then you can't attack.
Generally, only one arm can be disabled at a time.
Disability of the leg includes disability in one leg and disability in both legs.
A disabled leg will cause you to be unable to run, move at a speed of 2AP/m, and lose all of your AC.
If your legs are disabled, you can't move at all, and you certainly won't have any AC of your own.
Generally, only one leg can be disabled at a time.
Blindness is a real dangerous state.
Blind people, the guns in their hands are basically useless.
Their PE is considered 1 and AR is considered 2, and they can only attack enemies within 2m; And the hit of the attack is -50.
Such a horn sè is basically a live target. Unless your abilities are extremely terrifying, you can make up for this qiē bad state.
Of course, this qiē state can be healed after a battle (it cannot be healed during a fight).
To treat the disability, you must use a medical kit, and you can't treat the disability with your bare hands (of course, it's not a qigong master who can touch it).
To heal a crippled DC, the leg is 120, the arm is 130, and the blindness is 150.
Also, this time the treatment still consumes the number of uses of the medical kit, but it does not restore any HP.
Drugs, addiction and withdrawal
Chems,AddictionandWithdrawal
In the time and space of the spoke, the whole world is shrouded in an atmosphere of gray and black sè. People don't know where tomorrow lies, and they don't know what the future holds.
Drugs have become a tool for people to dissolve reality.
People look for the glory of the past in drugs, only to wake up and find that they are still empty......
Drugs and medicines are mutually exclusive.
Unlike toxins, drugs and pharmaceuticals are, by nature, non-lethal.
Every time you take a drug/drug with an addiction rate, you have to make an addiction determination. (See Chapter 10 for the number of medicines)
The addiction verdict is 1d100+ addiction rate.
If you "succeed", congratulations, you're addicted.
In general, drugs such as acupuncture are not addictive; But it's hard to say about other medicines.
They do have amazing results, but they are also bottomless pits for swallowing money.
Most of the time, the price of medicine in the wasteland is not cheap.
You have to make sure to supply yourself with addictive substances every 24 hours in order to keep yourself going.
Once you haven't gotten your medicine for 24 hours in a row......
The "abstinence" begins automatically.
Once you lose the supply of medication, after 24 hours, you lose 1PE and 1AG.
After another 24 hours, 2PE and 2AG were lost again (3 points in total).
After the next 24 hours have passed, every hour, this horn sè has to undergo a coma test (EN, DC: 15) to be awake if it is successful, otherwise it will be unconscious. During this time, the EN test is still done every hour.
If you succeed 5 times in a row, congratulations, you have overcome your addiction; But lost 1 EN point forever.
If it fails 5 times in a row...... Then it's a pity that your horn sè must die.
Even if the GM allows you to revive at the cost of exp or genus xìng, the addictive special xìng still haunts you.
Traps, mines, and explosives
Traps,MinesandExplosive
Although there are no dungeons and dungeons in the world of Spokeshè, that doesn't mean there are no traps in this world.
Modern traps, in Afghanistan, in Somalia, in Kosovo, in every place of war...... And, of course, in the wasteland.
They are more deadly and dangerous than traditional arrows and falling rocks. In the vast plains of the United States, there are still the remains of mines laid during the Great War more than 100 years ago; Not to mention the military bases that were and are in use.
Generally speaking, traps include mines and explosives, and are a general term.
Detecting Traps (Notice)
The skill of detecting traps can only be possessed by the horn sè who has selected the "trap" skill.
When the GM thinks that the team has entered the trap range, he needs to find out the trap skill corner in the whole team and do a PE roll.
PCs that don't know trap skills have a hard time telling which ones are, and they can't even recognize a small part of the mine exposed.
Note: This secret dice roll is only required when they can see it. In a cave that lacks light in the dark, the GM can assume that they have not found a trap unless the horns declare that they are going to "search for traps". Hidden traps (e.g. deep mines, machine guns in the shadows, pressure plates with no special signs) are also dealt with.
Different traps are difficult to spot (see the "Traps" section of Chapter 10).
If the horn states that it wants to "search for traps", then the difficulty of finding traps is reduced by 5. It takes 10 seconds to search for each square meter of space.
If it resembles a trap on a door/lock, it must be searched to find it, and picking the lock directly will cause the trap to trigger.
Disarm
Note: Traps/explosives must be found in order to be disarmed.
In order to remove the trap, you must do the trap skill check 1d100+Trap, which is compared to the DC of the trap itself.
If it is exceeded, the dismissal is successful; If it is lower than 50 or more or CM, you will trigger this trap.
Successful disarming of explosives/mines can be put away for their own use.
Avoid
The traps tend to be wide-ranging.
For example, a proximity anti-individual mine will explode within a radius of 3m. At this point, you can use the Dodge skill decision to dodge the damage.
When the Evasion skill is higher than 150 and 1d100+Evasion, you can successfully dodge 1/2 of the damage. Above 200, you can dodge all damage.
If you know that there is a trap somewhere and you can't solve it, you can use your evasion skill to avoid the trap's damage range, as long as the result is higher than 100.
Setting
It is not difficult to set up traps (not mines or explosives), and usually they will be successful as long as they are set.
However, there is a certain risk of planting mines or explosives.
Laying mines is relatively simple, as long as your trap skill verdict exceeds 100, you can usually plant it successfully. Conversely, if it fails, the mine is a stink bomb; Only the CM will explode at that time.
Explosives are much more complicated.
When the explosives are set, the trap skill check is also required. If it succeeds, the blast time set by the Player will be faithfully executed; Otherwise, it depends on the GM's will (which can also be changed to the will of the dice), or late explosion, or early explosion, or no explosion; When the unfortunate one is thrown at the CM during the trap detection, the explosives will turn into ashes and be in front of the eyes of the setter...... Let's throw damage.
In general, the maximum setting time is 2 and a half minutes (15 rounds) and the minimum is 10 seconds (1 round).
If you decide to use the will of the dice, see the table below (d12, secret roll):
1-2 stink bombs
3 grows to 10 minutes to explode
4 grows to 5 minutes to explode
5 grew to 2 and a half minutes to explode
6 1 minute longer than the set time
7 1 minute ahead of the set time
8 shortened to 1 minute explosion
9 shortened to 30 seconds to explode
10 to 10 seconds explode
11-12 exploded at once
Swimming, climbing, and wilderness encounters
Swimming,ClimbingandEncounters
There's not much to say about swimming and climbing, just a few references.
The weight of the equipment carried by the swimmer must be less than the light load.
The ability that swimming relies on is endurance.
Swimming costs 4AP per m; Every 10 minutes (about 200 meters) you need to do an endurance test (DC: 15).
Once the gear weight exceeds the light load weight, you will sink.
Climbing relies on strength, and the weight of the equipment is also required to be less than the light load, otherwise there is a -4 genus xìng impairment.
Some examples of climbing:
Kind DC
Rope ladder, rope with wall to lean on5
Volley of rope 10
uneven walls 15
Some smooth walls 20
Feet dangling, with climbing points, no standing points25
Very smooth walls, iron wall 30
There are parallel walls within 1m of the 10m
There are vertical walls - 5
Wild encounters are the highlight of Spokeshè.
Almost all of the encounters in the wild are encountered by humans, and very few encounter attacking creatures.
The frequency of field events that can be encountered in the wild is generally once every 3d 8 hours.
When you encounter a field event, it is up to the GM to vote 1d100 to determine the type of event (or it can be forcibly decided by the GM).
Then, the person with the highest Outdoorsman survival skill in the team will make the skill determination.
If the DC of the encounter is exceeded, the player has the initiative and can choose whether to meet the other party or not.
In this case, the Player can decide the maximum meeting distance within 1d20+10m.
If it fails, then the DM forces the two sides to meet at a distance of 1d20m.
In the world of spokenness, there are many kinds of events in the field.
The d100 below is for DM's reference.
The resulting event type
1-10 attacks xìng creatures (e.g. mutant scorpions, mutant rats)
11-20 powerful attacks on xìng creatures (e.g. deathclaws, xenomorphs)
21-30 Non-attacking xìng creatures (e.g. common lizard, two-headed cow)
31-40 Attack xìng NPCs (e.g. Marauders, Gangsters, Robbers, etc.)
41-50 powerful attacks on xìng NPCs (e.g. Marauders with vehicles, Dispossessors, etc.)
51-60 neutral NPCs (e.g. nearby patrols with powerful forces, some cultists, etc.)
61-70 friendly NPCs (e.g. caravans, travelers, farmers, etc.)
71-80 One hostile and the other friendly NPC (e.g. Slaver hunting slaves, Seeker hunting Deathclaws, etc.)
81-90 Two neutral/hostile NPCs at war (e.g. BOS and Enclave fighting, Ranger and Slaver fighting, etc.)
91-100 Special Events (e.g. Flying Saucer, King Arthur's Knights...... etc.)
The speed of the wilderness
Walking is 5 kilometers per hour, with vehicles extra.
It's not realistic to travel 24 hours a day, so there are three travel intensities to choose from:
Ordinary intensity: from 600 to 1800 per day, 12 hours, 60 km traveled. The strength of the recovery fù is 3 times that of HR.
Forced march: 600 to 2400 per day, 18 hours, 90 km travel. The strength of the restoration fù is HR.
Rì Night Journey: 24 hours a day, 120 kilometers traveled. The strength of the recovery is -10HP...... per day Don't use it as much as possible.
If there is no food in the wild, you can spend a whole day and everyone use their field skills to find food, and successfully get 1d4 people talent food.
Chapter 9: Perks
The genus xìng is the embodiment of the basic ability of a horn.
The background is a reflection of a corner sè's past experiences.
Talent is the embodiment of the strengths and weaknesses of a horn.
Skills are the embodiment of the ability to work in a corner.
So...... What about stunts?
Stunts, Perks, are the embodiment of the abilities that a horn sè gets from growing up.
Unlike talents and backgrounds, Perks are basically nothing to do with you, and are purely a means to improve your abilities.
Each Lv1 Jiao sè (except for the machine qì person) gets a starting Perk. Although the machine qì man does not have stunts, there are "modifications" (see the chapter on manufacturing and repair).
Different Perks have different ability/race/level requirements. You have to choose the stunts that suit your situation.
Lv1Perks
DieHard
Even in the face of adversity, you will never give up. When your HP is less than 20% of your maximum value, you will get an additional DT5 for all types.
Ranks:1
FirstAid40%,Endurance6,Level1
BonusHtHDamage
Skills that increase the strength of your punches and kicks, MD+2/rank.
Progression: 3
Agility6,Strength6,Level1
Comprehension
You can better understand the knowledge from the books, and you can get twice as much benefit.
For example, if a book about small guns gives someone 10 skill points, you get 20 points. Dogs can't learn.
Progression: 1
Intelligence6,Level1
Charge!
You're charging much faster than anyone else! You can move 2m with 1 AP, and unlike running, you can attack even after charging, although you still lose all of your AC bonus.
Ranks:1
Requirements:AG6,Level1
EarlierSequence
With this skill, you act before everyone else. Your order is increased by 4/rank with this skill.
Ranks:3
Requirements:Perception6,Level1
FasterHealing
You can recover faster than anyone else. +3HealRate/rank。
Ranks:3
Requirements:Endurance6,Level1
QuickPockets
Now, you only need 1AP to use an item in battle.
Ranks:1
Requirements:Agility5,Level1
Healer
This skill increases your healing power.
Your First Aid/Medical Recovery points are increased by 1d10/rank from the previous one.
Ranks:2
Requirements:Perception7,Agility6,Intelligence5,FirstAid40%,Level1
NightVision
(Enable optional rule: Valid in lighting conditions)
At night and in the dark, your vision is much clearer than others. You don't have to put up with lighting corrections.
Ranks:1
Requirements:Perception6,Level1
KamaSutraMaster
…… Well, your abilities on the "that" side have become extremely powerful...... For xìng, you gain +20% for Speech and Barter, and you can use the "Temptation" technique, where the enemy will only attack you last in battle.
After the lure is used, all the alien enemies will no longer attack you...... Before your entire party collapses.
Ranks:1
Requirements:Endurance5,Agility5,Level1
RadChild
You won't be hurt by the shè - instead, you'll be healed from it! In environments above the medium spoke, you get +10HealRate.
Of course, this is not the case for the average person; Only zombies can do this......
Ranks:1
Requirements:Endurance6,Level1
Scout
You're an amazing scout, +10% outdoors, and you're able to spot strange locations up to 10km away.
You now have a 5% increased chance of encountering special events in the wilds.
Ranks:1
Requirements:Perception7,Level1
Stat!
You are a genius first responder. Others need to use 15AP to first aid a person, you can use 5AP is enough.
Ranks:1
Requirements:FirstAid75%,Doctor50%,Agility6,Level1
StrongBack
Your payload has increased by 50/rank. (Light Load 20/rank)
Ranks:2
Requirements:Strength6,Endurance6,Level1
Survivalist
A man who can survive in the wilderness has +25/rank in the wilderness.
Ranks:3
Requirements:Endurance6,Intelligence6,Outdoorsman40%,Level1
SwiftLearner
Whoever owns this Perk, when leveling up, gives an additional Level*100/Rank experience.
Ranks:3
Requirements:Intelligence4,Level1
Thief
Once xìng+10Sneak/Lockpick/Steal/Traps, of course, dogs and dead claws can't.
Ranks:1
Requirements:Level1
Toughness
Add DT1 for all kinds.
Ranks:3
Requirements:Endurance6,Luck6,Level1
Loner
You are a lonely person. When you don't have any teammates (or are more than 10m away from all teammates in battle), all of your skills get +10 bonuses.
Ranks:1
Requirements:Outdoorsman50%,Charisma49,Level1
HeaveHo!
When you use a throwing weapon to determine the shè, +3ST/rank (i.e. +6shè/rank).
Ranks:3
Requirements:Level1
MoreCriticals
CC+5%/rank, super mutants can't choose.
Ranks:3
Requirements:Luck6,Level1
QuickRecovery
Others get up from the ground and ask for 4AP, you only need 1AP.
Ranks:1
Requirements:Agility5,Level1
RadResistance
Radiation-proof shèRR+25/rank.
Ranks:2
Requirements:Endurance6,Intelligence4,Level1
Snakeater
Antivirus PR+60.
Ranks:1
Requirements:Endurance3,Level1
StuntDevil
You'll have a 30%/rank chance of avoiding accidents and drive better than anyone else. Pilot+10/rank…… But I don't think dogs can do it too.
Ranks:2
Requirements:Strength6,Endurance6,Agility6,Level1
WayoftheFruit
Love to eat fruit? Eating fruit can make your PE and AG +1 in 24 hours...... Only those with this skill are available. (Effect is not cumulative)
Ranks:1
Requirements:Charisma6,Level1
Dodger
You are very good at dodging, +15AC/Rank.
Ranks:2
Requirements:Agility6,Level1
HereandNow
Upgrade now. Experience is automatically increased to the next level.
Ranks:-
Requirements:Level1
Sharpshooter
When deciding on AR, your PE is +2 (only when deciding AR).
Ranks:1
Requirements:Perception7,Intelligence6,Level1
FavoriteWeapon
Weapon specialization, choose a specific weapon, your HC on this weapon increases by 15, and the power of this weapon increases by 1/4.
Ranks:? (Multiple weapons can be selected repeatedly, but there is only 1Rank on each weapon)
Requiremnets:Level1
Gambler
This skill makes your gambling skills grow; By choosing this Perk, your gambling power increases by 20 and, of course, the number of chips you can gamble with each day and destiny increases.
Ranks:3
Requirements:Gambling60%,Level1
Reviler
You can use curses everywhere, and as soon as you use this skill, the opponent will fire at you in a rage, and all attacks will be reduced by 20. He won't shift targets until he kills you.
Must be within 10m distance to be effective. Scolding is an all-AP action.
Can only be used on one enemy at a time; It is not valid for machines and animals.
Ranks:1
Requirements:Speech50%,Level1
Lv3Perks
Diplomat
Everyone else calls you a diplomat...... Your abilities are astonishing. You can use your amazing eloquence to drag down up to 3 humanoid enemies within 10m at the same time (as long as you judge them) so that they don't fire at you anymore and don't fight against you - provided your team hasn't attacked him.
Once all the other enemies have been destroyed, you can convince them to leave or continue the fight. If you use this skill, you will lose all AP during diplomacy and will not be able to act.
Diplomacy is an all-AP/sustained action.
Ranks:1
Requirements:Speech80%,Level3
Brider
You are guilty of bribery, and you firmly believe that money is invincible. As long as the starting price can be paid, there is nothing that no one cannot buy.
For every wit within 10 meters of you in battle, you can throw a trade decision, and if successful, you can buy him as neutral; If the final result exceeds 150, you can buy him as your companion...... Only in battle.
The enemy's offer will change depending on their strength. Bribery is an all-AP action.
Ranks:1
Requirements:Barter80%,Level3
GamblerofHades
You gamble with everybody...... Including Hades. Every time you die, you'll have a chance to gamble with Hades - the DC150 gamble. As long as you win, this death will not cause you any damage, and Hades will make you get up and fight again in a state of je� (of course, you can also play dead).
In any case, you will have to pay 2000EXP as a bet.
This skill can only be used once a day.
Ranks:1
Requirements:Gambling80%,Level3
GamblerofJhvh
You gamble with everybody...... Including God. At any time you can choose to take out 1000 EXP points and gamble with God to let him bless you. The gambling DC is 50...... If you win, God will reward you according to your luck (use 1d100 to determine the reward, see below), but in any case, he will take the 1000 exp.
Reward (d100):
1-60: Money, get 2d10*100+Lv*100 yuan.
61-70: Ammunition
71-75: Hand-to-hand/hand-to-hand/throwing weapons
76-80: Small guns
81-85: Armor
86-88: Big gun
89-90: Energy weapons
91-100: Drugs/Drugs/Equipment
The specific type is determined by 1d100 (see table).
Ranks:1
Requirements:Gambling80%,Level3
DoubleShooter
From now on, you can fire your pistol with both your left and right hands, and the AP consumed will only increase by 1! (Pistol only, both pistols must be the same)
Treat it as an attack pattern similar to the Shotgun DoubleShoot, throw one hit, and if you hit it, it counts both shots (if CC, or only once).
Ranks:1
Requirements:PE6,AG6,Level3
DefensiveMode
You can go into defense mode, and you can get much higher AC with AP than the average person, and from now on, you only need to get 10 AC for every 2 AP points. (e.g., 6 AP goes into defensive mode, gets 30 AC)
Ranks:1
Requirements:PE6,AG7,Level3
AnimalFriend
Your taming ability is +25.
With this skill, animals won't attack you - including most lizards, rats, wolves, etc...... Oh, and not including Deathclaws and Aliens. You can also choose an animal (which can include certain types of dead claws and certain types of aliens) as your natural enemy - all of your combat skills below 150 will be increased to 150 when facing it.
Ranks:1
Requirements:5Intelligence,25%Outdoorsman,Level3
BetterCriticals
Your Critical is playing fantastic. +3 for the CRI you throw! Super mutants can't choose.
Ranks:1
Requirements:Perception6,Luck6,Agility4,Level3
DemolitionExpert
The zha medicine you set can deal an additional 50% damage and never fail. Dogs and dead claws are not an option.
Ranks:1
Requirements:Agility4,Traps90%,Level3
DrivingCityStyle
You can increase your Pilot by 30 at a time. Dogs and dead claws are not an option.
Ranks:1
Requirements:Perception6,Agility5,Level3
FlowerChild
"You are the flower ...... of the motherland" (beating) Just kidding, all drug addiction rates will be halved for you, and the duration of the effects of drugs will be reduced by half. You can choose an immunization drug.
Ranks:1
Requirements:5Endurance,Level3
MasterTrader
Once xìng increases by 30 trades, dead paws and dogs can not choose.
Ranks:1
Requirements:Charisma7,Barter60%,Level3
ActionBoy(orGirl)
+1AP/rank!
Ranks:3
Requirements:Agility5,Level3
RoadWarrior
You can shoot while driving, muscular man's apprentice! Whether it's driving or shèring, you don't have to enjoy the punishment anymore!
Also, you shè from the inside of the vehicle without any punishment. Dead claws and dogs are not an option.
Ranks:1
Requirements:Pilot60%,Intelligence6,Level3
TeamPlayer
As long as you're in the team, you'll be imposing. At this point, all judgments have a +10 modifier.
Ranks:1
Requirements:Charisma4,Level3
GainAgility
AG+1/rank。
Ranks:2
Requirements: Agility is less than the upper limit of race, Level 3
GainCharisma
CH+1/rank。
Ranks:2
Requirements: Charisma is less than the upper race limit, Level 3
GainEndurance
EN+1/rank。
Ranks:2
Requirements: Endurance is less than the race cap. ,Level3
GainIntelligence
IN+1/rank。
Ranks:2
Requirements: Intelligence is less than the racial cap, Level 3
GainLuck
LU+1/rank。
Ranks:2
Requirements: Luck is less than the race limit, Level 3
GainPerception
PE+1/rank。
Ranks:2
Requirements:Perception is less than the upper limit of race, Level 3
GainStrength
ST+1/rank。
Ranks:2
Requirements: Strength is less than the upper limit of the race, Level 3
DivineFavor
When you throw any failure, you have a chance to rethrow! However, every 24 hours, you only have 3 chances like this.
You can choose the better value from the two results.
Ranks:1
Requirements:Charisma8,Level3
Lv4Perks
Bracing
You're a master of using large weapons, and you're holding machine guns as solid as you would have set them up.
In other words, you can attack weapons that are marked as having to Set, and you can attack them without having to set them.
Dead claws and dogs are not an option.
Ranks:1
Requirements:Strength7,BigGuns80%,Level4
DeathSense
+2PE in the dark, the lighting modifier disappears. Your chances of discovering hidden enemies are greatly increased.
The only sad thing is that only Deathclaw can learn.
Ranks:1
Requirements:Intelligence4,Level4
SteadyArm
Your sheer size makes all of your sweep attacks cost 1 less AP.
Super mutants only.
Ranks:1
Requirements:Strength6,Level4
CancerousGrowth
The high-spoke shè makes you already mutated. You add +4HR and can automatically recover from disability in 48 hours. Only Ghoul has a choice.
Ranks:1
Requirements:Strength