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Revision as of 08:43, 25 April 2011 by Tikakino (Talk | contribs) (The Rules: Added "Damage and Dying" section)

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Intro

[ TODO ]

The Rules

The task resolution mechanic is simple: take a number of standard six-sided dice (D6) equal to your rank in the skill you are using. Roll them. Pick the highest and add any relevant bonuses or penalties, such as those from advantages or wounds. If this equals or exceeds the Difficulty Threshold set by the GM, you have passed. The difference between the threshold and your roll is the Margin of Success (or Margin of Failure if you failed the roll), which may have additional effects.

There are some small exceptions to this mechanic:

  • If you roll more than one 6, each 6 after the first adds one to the result of your roll.
  • If if all your dice roll 1, the die counts as a zero. Then add bonuses and penalties. This also counts as a "fumble", which may have a special meaning in some circumstances.
  • If you do not have any ranks in the skill, you instead roll two dice and pick the lowest value. Multiple sixes do not add to the result, and if either die is a 1 you count as having rolled a zero.

Opposed checks involve both parties rolling a relevant skill and comparing results; the highest value wins, with a Margin of Success equal to the difference. Should the the opponents get the same result, the party who can be described as the "defender" usually wins. This will vary from situation to situation.

Combat

Combat is divided into rounds of roughly five seconds each. At the beginning of each round, each participant rolls their Combat Sense skill to determine initiative, with each participant acting in order from the highest down. In the case of ties, the participants involved act in the same instant, or at least close enough that they cannot interfere with each others' actions.

Attacks are contested rolls between the attacker and defender. The attacker uses an appropriate skill to the weapon they are using, while the defender either Dodges or uses an appropriate skill if he is in close combat. If the attacker wins, he deals damage equal to his Margin of Success plus the Damage of any weapon he is wielding, minus the Armour of the defender.

Damage and Death

As standard, characters have five Wound Boxes, each with an associated penalty, and an equal number of Dying Boxes:

-0 -1 -1 -2 -2 D D D D D

Each point of damage received crosses off one of these boxes. Characters suffer a penalty to all their skill rolls equal to the highest penalty associated with a crossed-off box, unless the skill specifies otherwise. Once the character's first Dying box is crossed off he collapses and begins to die of bleeding. Each round another box is crossed off; if there are no boxes left to cross off, the character dies!

First Aid and Surgery can help mitigate wound penalties and stabilize a dying character. See the description Medical skill for details.

Standard Skills List

Basic Skills

Everyone gets these skills at rank 1 for free.

Feats of Strength

Perception

Agility

Charisma

General Knowledge


Advanced Skills

Combat Sense

Small Arms

Heavy Weapons

Artillery

Melee

Dodge


Drive

Pilot

Stealth


Academics

Science

Medicine

Electronics

Computer

Tactics


Leadership

Contacts

Subterfuge

Empathy


Really Advanced Skills

These skills can only be bought if you have an advantage allowing you to do so.

Occult Knowledge

Advantages

COMBAT ADVANTAGES


Crack Shot

Ignore 1 point of penalties on ranged attack rolls.


Quick Reflexes

+1 to the result of initiative rolls.


Brawler

Ignore 1 point of penalties on melee attacks and parries.


Tough as Nails

Gain an extra -0 health box.


Strongman

+1 to melee damage and the result of feats of strength rolls.


Gun Fu

You may use pistols in melee without penalty.


PHYSICAL ADVANTAGES


Ghost on the Wind

You may move at normal speed without penalty to your stealth rolls.


Hawkeyes

+1 to the result of Perception rolls.


Stunt Driver

+1 to the result of Drive and Pilot rolls.


Physical Adept

+1 to the result of Agility. rolls.


MENTAL ADVANTAGES


Knows Too Much

You may gain ranks in the Occult Knowledge skill.


Academic

+1 to the result of Academics and Science rolls.


Wrench Jockey

Take half the time for mechanical / technical tasks.


Emergency Medic

You may ignore 1 point of your target's wound penalties on Medical rolls.


Hollywood Hacker

+1 to the result of Computer rolls.


Combat Officer

+1 to the result of Tactics rolls.


SOCIAL ADVANTAGES


Friendly Bloke

+1 to the result of Charisma and Contacts rolls.


Social Position (specify)

Gives authority in some situations. +1 to the result of Leadership rolls.


One Born Every Minute

+1 to the result of Subterfuge and Empathy rolls.