Chases
- Speed adjustment roll (CON or Drive Auto) to MOV for each character
- Extreme: +1 to MOV
- Failure: -1 to MOV
- The fleeing character escapes if faster
- Each character gets a number of movement actions per round
- 1 + difference between their MOV and the slowest participant’s MOV
- On their turn in descending DEX order, each character may:
- Move forward in the scene (spending movement actions to do so)
- Without hazards, movement to the next node costs 1 movement action
- Cautious approach: movement actions buy bonus dice (max 2)
- Failure: 1D3 number of lost movement actions
- Initiate one attack using Fighting, Firearms, or Drive Auto
- Cast a spell
- Perform some other action requiring time and perhaps a dice roll
- Move forward in the scene (spending movement actions to do so)
- Pushed rolls are not used in a chase
- For each point of build, vehicles inflict 1D10 damage to a barrier
- If destroyed, vehicle suffers damage equal to half of barrier’s hit points
Damage
Minor: (1D3) a person could survive numerous occurrences of this level of damage.
Moderate: (1D6) might cause a major wound; it would take a few such attacks to kill.
Severe: (1D10) likely to cause a major wound. One or two occurrences would render a person unconscious or dead.
Deadly: (2D10) the average person has a 50% chance of dying.
Terminal: (4D10) outright death is likely.
Splat: (8D10) outright death almost certain.
Asphyxiation and drowning: a CON roll should be made each round; once a CON roll is failed, damage is sustained each round thereafter until death or until the victim is able to breathe. If the character is in a state of physical exertion, a Hard success is required on the CON roll. Death occurs at 0 hit points (ignore the Major Wound rule).
Poisons: an Extreme CON roll will halve the damage from poisons. Poisons may cause a variety of additional symptoms including: stomach pains, vomiting, diarrhea, chills, sweats, cramps, jaundice, altered heart rate, impaired vision, convulsions, unconsciousness, and paralysis.
Sanity
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Sanity rating: Success Loss/Failure Loss
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Failure always causes momentary loss of self-control
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Fumbled roll results in maximum Sanity point loss
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Temporary Insanity results from loss of 5 or more Sanity points from a single source
- INT roll for dealing with trauma:
- Failure: memory is repressed, preventing insanity
- Success: recognizes reality, goes temporarily insane (1D10 hours)
- INT roll for dealing with trauma:
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Indefinite Insanity results from losing a fifth or more of current Sanity points in a single day
- ==Recovery==
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Permanent Insanity results from Sanity points reaching zero
Bout of Madness
- Lasts 1D10 combat rounds
- Backstory entries are amended, or added to