Genre Rules
Genre:
Mock-Real
Killing
Combat: Yes
Dice
Actions: +1 AP per 3
HP, max x2 APs
Last
Ditch Defense: -1 AP Damage per 2 HP
Desperation
Recovery: 20 HP, 30 for Powers/Attrs
Pushing:
Unlimited
Recovery:
15 APs (1 day)
Optional Advanced Rules Used
Action
Table +/- 1 TN for small differences [p86]
Result Table +/- 1
AP for small differences [p87]
Optional
Turn Order (modified, see Combat) [p97]
Stunning
[p99] (only lose one set of actions)
High
Speed Movement [p106]
Reliability
and Damage for Gadgets [p113]
Dividing
Omni-Gadget APs [p118]
Savings
and Loan [p124]
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Non-Combat
Modifiers
can bring Factor Costs below 1. The progression is 3, 2, 1, 1/2, 1/3,
1/4, 1/5, etc.
If
a Gadget is destroyed, the replacement HP cost is 1/2 the original cost.
Penalty
for failing a Gadgetry roll is HPs of improvement, max of 10 (instead
of a flat 10).
Gadgetry Modifiers
-2
CS if Scientist >= APs
-- Schematics and Scholar bonuses apply
+2
CS if Lab < APs
+2
CS if enhancing an existing item
Powers
Invulnerability: APs act as extra BODY for taking damage. Can't be
recovered unless Invulnerability power is recovered.
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