Rules:KeepFlying
From HOTGT
Contents |
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Character Generation Notes
- Characters will be Veteran level. That's 48 attribute points and 68 skill points.
- Each character must have at least one asset and one complication.
- I'm not restricting any assets or complications right now, but I reverse the right to deny folks one when I see it on the character sheet.
- Starting money has changed. There's an opinion from some folks familiar with the game that it is too much, and I agree. You can start with a lot of equipment for what you're given. So, everyone starts with 250 credits (500 if you take the Moneyed Individual asset and 125 if you take dead broke). That's enough to get you some basic supplies and a weapon and that's where I want everyone to start out.
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Plot Points
You can earn extra plot points in one of two ways:
- When the GM asks you to do something before the next game and you do it, you get an extra plot point at the start of your next session.
- When you create something, such as art of some kind, a music video, a diary entry, a police report about your character's past, etc. you'll get a plot point at the start of your next session.
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Rules Notations
As a result of much discussion, here are the final results of the great rules debate of 2007 as well as additional rule notations.
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Multiple Turns
- You describe your action on your turn. Each action you take beyond the first reduces all actions rolled that round by -1 step.
- Players can set aside actions to use as defense later. These actions still count towards the negative step penalty even if they aren't actually used during the round. They are lost if not used by the end of the round.
- Post-turn defense actions are performed with the step penalty established during your turn. They also apply a -1 step penalty per action to all your actions next round.
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Flat-Feet
- The concept of flat-footed doesn't exist. You can always actively defend so long as you are aware of your opponent.
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Initiative
- Initiative is rolled at the start of combat.
- If a character doesn't take any action during a round, that character's initiative raises to the maximum possible value.
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Step Penalties
- Apply step penalties to skills first, then attributes when skills are reduced to d0 (or don't exist at all).
- If the attribute and skill are both reduced to d0 then the action in question cannot be performed.
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Movement
- The first 15 feet are a free action.
- Running an additional plus a number of feet equal to the results of an Agility+Athletics roll 15 feet counts as one action.
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Defensive Actions
- If a character dodges, the minimum score they can get on their role is a '7'. Higher roles (including any step penalties) obtain, but lower ones do not.
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Combat Rolls
- Firearms & Ranged Weapons: Agility + Gun Fu for straight attacks that do not involve aiming or called shots.
- 'Firearms & Ranged Weapons:' Alertness + Gun Fu for attacks that involve aiming or called shots.
- Melee Weapons: Agility + Melee Weapon Combat (for weapons of finesse such as a rapier, katana, or whip).
- Melee Weapons: Strength + Melee Weapon Combat (for weapons of brute force such as clubs and axes).
- Heavy Weapons: Alertness + Heavy Weapons.
- Vehicle and ship manuevering: Ship/Vehicle's Agility + Behind the Wheel Bonus (if appropriate) + character's Pilot skill..
- Vehicle and ship weapons fire: Alertness + Heavy Weapons (for those weapons which need to be aimed manually).
- Vehicle and ship weapons fire: Ship/Vehicle's Alertness + character's Heavy Weapons (for those weapons which are aimed through automatic targetting).
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Astrogation
- With a good Int/Pilot/Astrogation roll a pilot can plot a course that will reduce the amount of time (and fuel) it takes to get from point A to point B in the verse.
- Botch: Normal x2
- Failure: Normal x1.5
- Success: Normal
- Extraordinary Success: Normal x.5
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Firearms
We'll be using an alternate weapon list culled from the Serenity boards.
| Name of Weapon | Damage | Range | ROF | Magazine | Cost | Weight | Availability |
| Longbow | d4 W | 70 ft | 1 | N/A | 6 cr | 6 lbs | E |
| Crossbow | d4 W | 125 ft | 1/2 turns | N/A | 8 cr | 13 lbs | E |
| Powered Crossbow | d4 W | 175 ft | 2 | 6 | 24 cr | 15 lbs | C |
| Derringer | d4 W | 30 ft | 1 | 2 | 14 cr | 1 lb | E |
| Laser Pistol | d10 W | 100 ft | 3 | 10 | 330 cr | 1.5 lbs | I |
| Machine Pistol | d6 W | 60 ft | 3/burst | 15 | 36 cr | 4 lbs | E |
| Pistol, Light | d4 W | 60 ft | 3 | 8 | 18 cr | 2 lbs | E |
| Pistol, Heavy | d6 W | 70 ft | 3 | 15 | 27 cr | 3 lbs | E |
| Revolver, Light | d6 W | 50 ft | 2 | 6 | 16 cr | 2 lbs | E |
| Revolver, Heavy | d8 W | 60 ft | 2 | 6/8 | 24/31 cr | 3 lbs | E |
| Assault Rifle, Light | d8 W | 150 ft | 3/burst/auto | 30 | 60 cr | 9 lbs | I |
| Assault Rifle, Heavy | d8 W | 200 ft | 3/burst/auto | 40 | 120 cr | 11 lbs | I |
| Rifle, Heavy | d8 W | 250 ft | 3 | 20 | 60 cr | 15 lbs | C |
| Rifle, Hunting | d8 W | 200 ft | 3 | 10 | 30 cr | 9 lbs | E |
| Rifle, Sniper | d8 W | 1000 ft | 3 | 20 | 140 cr | 3 lbs | I |
| Rifle, Sonic | d8 S | 15 ft | 2 | 50 | 140 cr | 3 lbs | I |
| Shotgun, Combat | d10 W | 40 ft | 3 | 10 | 150 cr | 8 lbs | I |
| Shotgun, Double Barreled | d10/d12 W | 40 ft | 1 | 2 | 50 cr | 10 lbs | R |
| Shotgun, Pump-action | d10 W | 40 ft | 2 | 5 | 50 cr | 8 lbs | R |
| Shotgun, Sawed-off | same as original | 20 ft | same as original | same as original | same as original | 1/2 original | I |
| SMG, Light | d6 W | 60 ft | 3/burst/auto | 35 | 40 cr | 6 lbs | I |
| SMG, Heavy | d8 W | 90 ft | 3/burst/auto | 50 | 80 cr | 8 lbs | I |
Ammunition generally costs 1 credit for 50 shots.
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Equipment
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Medical Supplies
- Medical Supplies are bought in lots of 30 units. Each time a Medical Expertise roll is made to treat an illness or injury, one unit is used. Example: DD has been stabbed in the stomach. She's suffering mighty bad, haven taken 9 wounds. Surgery to help her go on the mend is a complex action with a difficulty of 75. That'll take quite a few rolls. If the Doc ends up making 15 rolls to achieve a 75, he ends up using 15 units of medical supplies. That's half of one lot.
- Standard medical supplies and emergency medical supplies need to be noted separately from each other. Standard medical supplies can be used for any surgery but only give a bonus (of +1 step) if the patient is suffering from 4 wounds or fewer. Emergency medical supplies can be used for any surgery and give a +2 step bonus, assuming that the medical emergency isn't something extreme (such as reattaching a body part or performing an organ transplant). A doctor may use one unit of emergency medical supplies and one unit of standard medical supplies together when dealing with minor problems (1-4 wounds) to gain a +3 step bonus. Normally 1 unit of medical supplies is used for every roll made. When using both standard and emergency supplies, 1 unit of each is used for every roll made.
- For the Hooked complication: In the minor version of the complication, one week's worth of feeding the habit uses one unit of medical supplies. In the major version of the complication, one unit of medical supplies feeds the addiction for three days.
- Propoxin is bought by the bottle. Legal cost is 40 credits. Black market runs around 80. A full bottle has about 90 doses if used with some restraint.
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Vehicles
- The cost of vehicles (but not specifically fuel or other expenses) should all be multiplied by ten when determining final price.
| Heroes of the Great Tree Topics | ||
| Impossibilities | I-verse background • Player Characters • NPCs • House Rules | |
| Phantapunk | Aeryn Background • Player Characters • NPCs • House Rules | |
| Concrete & Crimson | World Background • Scoobies • NPCs • House Rules | |
| Keep Flying | The 'Verse • The Crew • NPCs • House Rules | |
| Polybius | The World • Investigators • NPCs • House Rules | |
| Labyrinth | The World • PCs • NPCs • House Rules | |
