Optional Rules

Tricks

I saw an interesting comment on one of the forums about extending the Tricks from just being AGILITY/SMARTS to be all apptitudes.

For eg STRENGTH tricks would be things like pulling a rug out from under you, or a body bash, a straight arm, a pommel attack to the chest etc.

Spirit and Vigour are a little harder to imagine a trick for but it just may mean they come up rarely... Spirit could be something like a morale sapping insult, Vigour tricks could be you showing them your uberness during a long and drawn out fight.

Tricks

Heroes often attempt fancy maneuvers or clever tricks to distract their foes and set them up for deadly follow-up attacks. This might include throwing sand in an opponent’s eyes, ducking between a tall foe’s legs to stab him in the back, and so on. Tricks do not include weapon feints—those are already “assumed” in a character’s Fighting and Parry scores. To perform the trick, the player must first describe exactly what his character is doing. Next he makes an opposed Agility or Smarts roll against his foe. The GM must determine which is more appropriate based on the player’s description of the maneuver.

If the character is successful, his opponent is distracted and suffers -2 to his Parry until his next action. With a raise, the foe is distracted and Shaken as well. These penalties do not stack. Tricking a foe twice has no additional effect.

CONCEALABILITY

Concealability Modifi er Examples

–6 RFID tag, bug, patch,micro-electronics, micro-drone

–4 Holdout pistol, monowhip, ammo, credstick, chips/soft, passkey

–2 Light pistol, knife, sap, microgrenade, flash-pak, jammer, minidrone

+0 Heavy pistol, taser, grenade, goggles, commlink

+2 Machine pistols, medkit, club

+4 SMG, stun baton, sword

+6 Assault rifle, katana

Radiation

The lunar surface is littered with discarded nuclear waste, creating areas of intense radiation that can be as deadly as any physical challenge. Radiation fields will be considered to have a strength equal to a dice type, which will attack any vulnerable life form that enters into the ACTIVE area of effect of the radiation hotspot (this will usually be a x6-burst template (6inch rad template) around a single source) at anytime during their round. The victim will accumulate points each round equal to half this strength (so a d8 strength will do 4 pts). At the moment each victim suffers damage they can make a Vigour roll to reduce this rounds effect. Each success or raise will reduce the incoming damage by 1 point, but not any previous rounds accumulation.

For humans space suits generally provide +1 or +2 to rolls to resist radiation. Other suits may provide better protection. Mechanoids need to adopt Radiation Screens but gain a natural +2 to resist.

Every 6 hours after exposure the accumulated radiation will inflict damage as follows:

The victim also gets to make a reduction roll, using VG, at this time due to natural healing (if anyone has the Healer edge they get +2 from this if the victim is being treated and in a stable environment).

Extra FAT suffered after 2 converts to a wound. Once all wounds are gone the victim goes to the Incapacitation Table, most likely rolling as receiving 2 wounds every time.

Magical healing will reduce any damage after it is inflicted but will not remove any radiation itself. Greater Healing will work and will purge 20pts of radiation per casting.

Mutations (optional rules): after surviving a radiation attack that inflicts any kind of wound each character will need to make a VG roll to resist gaining a mutation. If they fail the roll they gain a new mutation that will appear over the next 28 days (a lunar month). The mutation can be good or bad, and can effect both humanoid life forms and Mechanoids. In the later case the mutation represents mutated nanites and the manifestation of a mutation may have to be adjusted somewhat to reflect the metallic life form. Although a Mech can chop off a mutated body part without too much damage, the mutation will simply return as the base cause is buried in the CMx2 nanites.

Radiation Field Strengths

Eg radiation attack:

Boris is searching a wreckage field for loot when he sees a part he recognises as valuable. As he approaches his radiation detector goes off, warning of dangerous radiation. He checks the reports (common knowledge roll) and accesses the field to be Strong, so he will accumulate 4 points of radiation per round exposed. He has Vigour d8 and is in a space suit +2. He also has some radiation purge pills back in the moon cruiser. He walks into the field and takes 4 pts immediately, he makes an immediate Vigour roll and gets 4+2 = 6, reducing the 4pts to 3pts. The next round he picks up the object but finds it is stuck and spends the rest of the round clearing it. He takes another 4 pts and tries to roll them off with a Vigour roll of 3+2=5 , so his accumulated total is 6pts. The next round he rushes out of the area but still suffers another 4pts, his reduction roll is 8+2=10, so he takes 2 damage for that turn. Unfortunately the device he picked up is the actual source of the radiation so he suffers 2, making his total 10pts. He throws the device away and leaves it behind but still takes a last round of 4pts, reduced by 2 for a final total of 12 pts.

He returns to his Moon Cruiser and takes a radiation purge pill which will clear away (d6 trait roll) radiation pts over the next 3 hours (he doesn’t have the good stuff which counts as a wild card), he rolls a 4 (a success) reducing the level 12-1=11pts. He also takes a shower and uses RadCake to reduce his radiation by another d4 (rolls 4+1=5, a success) immediately, reducing the level to 11-1=10 . After 3 hours he can take another pill but it wont help with the first radiation sickness roll. Six hours after (initial) exposure he has 10 pts left so takes 1 Fat and the level drops to 9 (Vg roll of 5, a success).

Radiation Effects - Mutation

If you fail a mutation resistance roll (the one every 6 hrs or less) you have the joy of rolling on the following tables to determine what sort of mutation you have gained.

Roll 2d6. Add or subtract any modifiers.

2-4 Bad mutation

5-9 Random mutation

10-12 Favourable mutation.

Solar Flares

A solar flare is sufficiently powerful to kill any lifeform exposed to it, human or mechanoid. Fortunately solar flares are not common, and systems have been put in place to give everyone at least 2 hours warning of a solar flare. The only protection against a solar flare is hard cover, no amount of man portable shielding will be sufficient. Hard cover is underground, or a chamber prepared for this purpose. Large land vehicles may come with such a chamber but these will be limited in their size and may only take 5 or 6 people max. Large space ships, orbital stations etc will have shielded rooms for this event. Small space ships and shuttles will most likely NOT have one.

Every time your players venture out onto the lunar surface, or into space, for more than a week you should randomly roll to see if they suffer a solar flare. The chance should be around 5% (1 in 20). Only roll once per adventure and pick some time during the adventure to announce an incoming solar flare.

If you are trapped in an unprotected space a solar flare will generally be a Cooker field but the time interval used will be 1 hour rather than 1 rd. So a normal Hot flare will inflict 8 rad damage every hour. Assuming none of this is resisted (you still get the rolls to lower it) you will suffer 48 rad damage after 6 hours, when you make your first roll for damage effects.