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RULES
WORKING WITH LAYERS
The game mechanics might seem difficult to the
beginners. Therefore theres no need to learn every
nuance. To make it more comfortable for both the
Narrators and the Players, the mechanics is
layered. The first layer is absolutely necessary since
it concerns the basic actions undertaken in the
game world (attacking a single enemy, testing
skills, making an Overload, influencing the NPCs,
healing, repairs and the like). The next one is
concerned with more advanced actions, requiring
complex rules (a group attacking a single person
or vice versa, shooting several weapons at once,
public and hidden tests, arbitral tests, tactical
attacks, Plot Changes). The next layer is about
advanced parts of the mechanics (crafting,
rebuilding equipment, Processing). The examples
above should be treated only as examples - every
Narrator can define layers and their scope by
himself, adjusting them to his knowledge of the
system; as he learns it, the game will be more and
more advanced, until it reaches the top layer.
We suggest the Narrator analyze all the info and
use the widest spectrum possible; refer to the
layers only if a rule is problematic to him. One can
ask questions on the games official forum.
Playing with advanced Players who know all the
rules can be a problem to a beginner Narrator. He
can say he has not mastered a layer so to prevent
slowing down the game certain operations are
not possible. The Players have to respect the
requirements set by the Narrator. The same
solution is used when a beginner Player wants to
undertake an action that a beginner Narrator has
not learned the rules for either.
THE PLAYERS INFLUENCE ON THE
WORLD: PLOT CHANGES AND TESTS
The Players use their Heroes in order to interact
with the game world. Usually this is done by
narrating the characters behavior. Every deed is
reflected in the NPCs reactions and the change of
the surroundings.
Some actions require a test in order to verify if the
action has succeeded.
This is a free sample of role-playing game Robotica: The Cult Of Technology.
You can buy this game on DriveThruRPG.
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The tests are described in detail below. It is worth
remembering that the Players contact with the
world is not based only on declaring what actions
their Heroes undertake. The participants are not
forced to interact only with figments of the
Narrators imagination they can also influence
the plot of the game. They can achieve it with Plot
Changes bought for Success Experience Points
(SEP) that the Players receive after each session.
Depending on the modification and the
advantages it brings, the Narrator expects 100-
800 SEP for a Plot Change. The highest fees are for
drastic situations, when a characters life depends
on the Plot Change.
The ability to introduce a Plot Change and the price
depend on the Narrators subjective opinion, but
also on the game Difficulty Level. On Easy, The
Narrator decides the objective price, and lowers it
by about 30% (rounded to the multiplies of 50). On
Medium, the cost is not adjusted in any way. On
High Difficulty, the objective price is increased by
30%.
We do not present detailed rules for pricing Plot
Changes, believing that the flexibility is the most
important. The Narrators who value big influence
of the Players on the plot, will use the lack of rules
to expect less SEP for modifications; those who
like oldschool gaming will expect comparatively
large amounts of SEP to retain huge influence over
the plot. We suggest experimenting with Plot
Changes. More open and improvised adventures
can be run with easy SEP-cost rules, while the
detailed scenarios should be played more
restrictively. Plot Changes have their limits they
can never be used to influence happenings based
on complete randomness.
Plot Changes cannot be used to cancel damage
received or to cancel negative consequences of
failed tests.
Success Experience Points can be spent in other
ways, not only for Plot Changes. The Players should
remember it and use them sparingly. Other ways
to spend SEP are described further on.
Lending SEP
One can spend Success Experience Points in
advance, provided that the number does not
exceed 3000 for the party.
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Regardless of when the Players use the SEP, the
maximum Kredz is 3000. It must be paid as much
as possible after the adventure is ended. Unpaid
Kredz is shuffled to the partys Kredz in the next
adventure.
TESTS
During the game, the Heroes carry out lots of
simple actions that require only a short description
from a Player. Some situations however require a
dice throw if further plot depends on the
outcome. Key plot actions are tested and those
that should be verified with a dice throw according
to the Narrator. In practice, the Narrators play
style, but also the number of complex actions the
Players undertake, influence the frequency of dice
throws. Tests are obligatory in combat, key social
conflicts, medical and technical treatment. To
avoid the Narrator being accused of bias, we
suggest tests be made also when the actions are
very advantageous or extremely bad for the
Heroes. When making a test, the participant
(Player or Narrator) throws the number of 10-sided
dice equal to the value of the relevant Parameter.
If the result is 1-5, it means no success or a failure.
Usually the number of failures is not counted, but
some actions require it to be taken into account.
If the result is 6-10, it means a success. In
nonstandard tests, described in the Overload
section, the result on the upgraded die means two
successes.
The Narrator compares the number of successes
with the aforementioned Difficulty Level of the
test. If the result exceeds it, the action is
successful. If its not, its half-successful or
completely fails.
A success means carrying out a task, but does not
guarantee the scene to be resolved
advantageously.
In the case of a result exceeding the Difficulty of a
test, we number the raises the successes
exceeding the Difficulty.
The Difficulty of a test is a difficulty of carrying out
the task well. In some situations, the Difficulty is
set by the rules in the rulebook; usually, the
Narrator decides the Difficulty himself using
common sense, intuition and the Difficulty Level
of the game.
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DECIDING THE DIFFICULTY OF A TEST
The Narrator should account for the Heros form
when deciding the Difficulty of a test. It does not
concern social tests only - where a hideous mutant
will have lower chances of wooing an attractive
woman than a handsome man will. Such is the case
in other, non-social situations. Walking a walls
edge can be a challenge for a machine with peculiar
legs it will be quite easy for a cyborg or a mutant
and even easier for a small robot with
a construction based on a small quadruped such
as a cat. The Players can use the rule for their own
goals, their advantage or to make the opponents
situation worse.
Sometimes an action can be impossible for one of
the Heroes, but the rest of the party will do it with
no trouble. Its natural just like a light robot can
walk an unsteady platform, but a heavy clanker will
cause it to crash down. The Players should
construct machines universal enough for them to
carry out the widest action spectrum possible. The
Difficulty of a test is not defined by adding or
subtracting predefined modifiers. There is no list
of bonuses or penalties for a robots construction
or weight. Imagination and intuition are better
advisors than a lengthy list of modifiers. Due to
varied character types the tests should be adapted
to a Heros form.
The Difficulty differences should be minimal and
used only when necessary. Theres no sense in
varying them if theres no reason for it. If the
Narrator has doubts what the Difficulty for the
characters should be, he should use an objective
difficulty.
An objective difficulty is a general difficulty of a
task. After deciding on the universal difficulty, it
can be increased or lowered by 1-2 according to
tips in the example below.
Apart from modifying a test according for the
characters form, a Narrator can choose higher
Difficulty if the Hero is under pressure or in
extremely bad circumstances. The Difficulty should
take reality into consideration and account for all
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aspects factors making a task easier or harder
are important.
The Narrator can also increase the Difficulty of zero
tests ones with a Difficulty of 0. It concerns
opposed checks mostly, where the result is
influenced by the characters state.
Its worth noting that the Narrator (as a moderator
of the game and the person responsible for the
suspense) can sometimes adapt the Difficulty to
the action. It does not mean he can make unreal
and overt changes. Sometimes, though, it is worth
increasing the suspense, or making prosaic actions
without any meaning easier.
If the Narrator has nothing planned, artificial
lengthening of a game and making is complex with
difficult test is uncalled for.
One can amplify the feeling of danger and
hopelessness when it is called for.
Changing the Difficulties should have a rational
reason so that the Players do not react nervously
and feel that injustice happened. The game can be
hard, but it should be fun and not a source of
frustration.
ARBITRARY TESTS
Arbitrary test are for all the Narrators and Players
who like unconventional solutions in role-playing
games and like experimenting with the mechanics.
At the same time, such tests can be used to make
the game quicker and guarantee better transfer of
the narration to the tests.
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The essence of arbitrary tests is basing them
entirely on abstract associations, called .
The choice of a Parameter to be tested is very free
and depends mostly on the situation. The
Parameter chosen should be the one that is
associated with the action the most (and the
action to it the most).
As you can see in the examples, two similar actions
(stealing) are based on two different Parameters.
Arbitrary tests are useful also when its hard to pin
down a Parameter that would match the test the
best. The Player can negotiate with the Narrator
but by modifying the description and stressing the
associations and not forcing his will. Depending on
the Players narration stressing the right motifs,
the Narrator decides what Parameter the test will
be based on.
Arbitrary tests can be used in social
confrontations. One can upgrade the number of
dice equal to the number that is usually upgraded
in tests based on the psychological profile. The
difference is that a different Parameter is taken
into account, not Personality or Robotics.
The Narrator decides the possibility of making an
arbitrary test and the level of freedom and his
openness to such solutions. On the other hand, he
is a censor that makes sure the Players do not
abuse this form of testing. He can refuse making
such a test in a situation similar or identical to the
one in the past. Every Narrator should use the
flexibility of such test to adapt the mechanics to
his own play style. Only his personal preferences
affect the frequency of arbitrary tests the
Difficulty of the Game doesnt.
An arbitrary test can be unique
The Players should be informed that every arbitrary
test is unique. Once done, it might never be
repeated if the Narrator wills so. Banning the
repeat is a clear and allowed form of
acknowledging the error made.
Bribing the Narrator...
The last element concerning the arbitrary tests is
the ability to buy them for Success Experience
Points. When the Narrator does not want to make
the task easier, the Player can try bribing him to
use arbitrary tests. The Narrator sets the price for
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the test (100 - 300 SEP, depending on the
relevance and importance of the test. It can be
bought . Even if the Player wants to buy
an arbitrary test, the Narrator can refuse without
going into details and explanations he does not
have to justify the refusal. The Players have to
respect his opinion.
Role-playing an arbitrary test
The connection between roleplaying and arbitrary
tests is worth noting here. The more the Player
identifies himself with the Hero and the fuller
presents him in the session, the more Success
Experience Points will he gain after the game. It
means that arbitrary tests bought can be an
investment of a kind that can return with profits.
In practice, the mechanics are adapted to the
general style of playing the adventures.
The Narrators decisions cannot be challenged, but
a completely uncompromising attitude can
obviously be viewed unfavorably by the Players.
Every group works out a satisfying model of
cooperating with the Narrator.
The ROBOTICA system does not interfere with this
but provides different tools dedicated to people
with different tastes. Only the users preferences,
especially the Narrators, decide the frequency of
arbitrary tests but the Narrator should take the
Players perspective into account.
THE LEVEL OF SUCCESS
Some operations are so complex that merely
stating success or failure is not enough. In
these cases, the level of success is used it makes
assessing what the Hero achieved possible.
The Narrator can ascertain the quality of the
operation by the number of raises.
1 raise a lucky result.
2 raises an average result.
3-4 raises an awesome result.
5-6 raises a spectacular result.
7 raises a memorable result.
Incomplete failure
The way the level of success works depends not
only on the Narrator and his subjective assessment
of the situation, but also the Difficulty Level of the
game. By default, its assumed that failing a test
by 1 means an incomplete failure a lack of
extremely negative consequences.
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The level of success was created with more variety
in the game in mind. It allows introducing an
unsure element, for the Players to experiment
never knowing whatll happen. Every success is
valuable since it can mean the difference between
a success, a neutral result or a severe failure. For
instance, the Narrator can describe a set of
thought-up traps, focusing on their devious,
murderous construction. In normal circumstances
(and most computer games) failure means
activating the trap; in practice, less adept Heroes
do not approach them at all. Anyone who has seen
at least a part of the movie knows how a
description of a trap or its horrific working in front
of a character can influence the imagination and
the mood of the session. The same is true for other
elements, which can affect the game by using the
level of success.
The Players should feel that the tests are not
black-and-white and do not denote only success
or failure, but can also verify how much a character
can achieve. The Narrator ultimately decides when
the rule of the level of success can be used,
adjusting the description to the plot and the
course of events. This rule is ignored in opposed
tests, since they require a clear winner.
Incomplete failure
and the Difficulty Level of the game
On Easy Difficulty, the Narrator can allow the
characters to achieve half-baked success and
describe the consequences gentler and more
freely. On Normal, the level of success should only
be used in justified circumstances when the
Player describes not only his goal, but also what he
wants to avoid and how does he prepare for a
failure. On Hard Difficulty using the incomplete
failure rule costs 100 Success Experience Points.
The tests should be accompanied by a feeling that
a risk is being taken with the realization that a
failure will not be a minor detail.
A FATAL TEST
Sometimes the Narrator will expect hard tests
from the Players ones that require 8 or more
successes. Specialized Heroes have a chance of
passing it, but mediocre characters probably wont
manage. Such tests are not to verify if the task was
done rather the opposite, it is assumed that a
complete success is impossible. The goal of the
fatal tests is to ascertain how well the Heroes
fared and how much negative consequences did
they avoid.
If the number of successes in a fatal tests is 1-2
short of the Difficulty, the negative results are not
serious. Falling short of 3-4 means danger, and if
the difference is 5 or more the results are very
severe.
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PRACTICE GUARANTEES SUCCESS
If the Difficulty of a test is equal or less than half
of the relevant Parameter, success is achieved
without throwing dice. The result is rounded down.
OPPOSED TESTS
Usually, the tests related to the confrontation of
two opponents are the most exciting. The number
of successes achieved is compared and the
character who achieved more wins. The difference
between the winners and the losers result is the
number of the so-called advantage raises or
advantage successes.
We mention raises also when saying how many of
our successes exceeded the Difficulty of the test.
The number of raises matters the most in combat,
because it directly influences the damage inflicted.
COMPARABLE TESTS
Sometimes comparable tests are made during a
game. The number of successes is compared in
order to know which one of the participants carried
out the task the best. Any number of characters
can take part in such a test.
The Narrator counts the raises this time,
concerning the two best results. In this way, he can
assess the winners advantage and describe it
according to the following scale: lucky - average -
awesome - spectacular - memorable.
OPTIONAL GROUP TESTS
Sometimes the success in a task depends on the
action of more than one character. The Narrator
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can demand a group test all participants throw
the number of dice equal to the sum of the values
of the relevant Parameter of all Heroes.
Its worth remembering that group actions
resemble several people working on the same part
of a puzzle they all mess up the elements. Thats
why a success happens only if 8-10 is achieved on
a d10 and not standard 6-10. The only exception
are the strength tests. In the rule hierarchy, the
group tests are lower than special rules for group
combat, described in the Combat section. The
Difficulty of the group test can differ from the
Difficulty of the same test for a single character,
due to the specific circumstances.
Group tests can be used in solving conflicts
between groups and a group and a single enemy.
The Players should choose group work carefully.
Some actions might have a lower difficulty if more
characters work on them, and then the challenge
is worth taking even despite the change of the
success threshold on the dice.
RAISES AND OWN RAISES
Beginning Players can use terms that clearly
differentiate between raises achieved in their own
test and raises achieved in comparison with the
opponents result in an opposed test.
PUBLIC AND HIDDEN THROWS
Sometimes, for the good of the game, the Narrator
can say the Difficulty of the test is not public. The
Player does not know what result he has to achieve
for the action to succeed. The Players often decide
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to take the risk even though they do not know the
Difficulty. Where theres risk, theres fun too!
The Narrator places a die with the number
representing the Difficulty in such a way that the
Players cannot see the number. He covers it with
his hand until all participants have made their
throws.
Hidden opposed tests might also take place. This
time, the die represents the dice pool the
opponent (for example, an enemy, a system or an
autonomous program) has. Only after the Player
determines his successes, he uncovers the die and
throws a given number of dice.
Hidden tests also apply in the case of the Overload.
The Player or the Narrator can declare that a
character makes an Overload. A red die is placed
on the table and covered. At the same time, both
sides uncover their die that presents the Overload
the heroes want to make. Then the test is made
normally. Hidden tests should not be overused in
the case, since the effort the character puts into
the action is usually visible. Besides, contests of
who does a greater Overload are an interesting
element of the game. Provoking Overload can even
be a strategy! Thats why hidden Overload is an
optional rule that we suggest to be used rarely.
For understandable reasons, hidden test might not
always be used the Difficulty can be different for
each character. Placing and covering a die for each
participant is possible, but it lengthens the game,
so we do not suggest such a solution. Instead, the
Players could be told their modifier to the objective
Difficulty level and a die representing the objective
Difficulty could be placed.
TESTS SPREAD IN TIME
AND DESCRIBING ACTION TIME
In some cases, especially during social interactions,
the Narrator can expect the Player to make a given
test several times in a row to achieve a certain
minimal Contact level or to pass a test with a
certain Difficulty.
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An alternate solution - which is less exciting but
more practical is to assume that the number of
raises achieved equal the number of turns the Hero
succeeds at the task.
Such a variant of a test spread in time allows, for
example, for planning several combat turns.
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SUMMARY TESTS
Summary tests are a form of tests spread in time.
During 2 or 3 turns all own raises achieved by the
individuals or groups are added up. Later, the
results are compared and the winner is found.
The Narrator should use the spread in time to
increase the suspense and manipulate action
inciting to do an Overload, to change strategy or
to give time for coming up with a strategy in case
of failure.
OVERLOAD
The rule of the Overload is very important and the
Players should learn it before the game starts.
Two kinds of an Overload exist resistance
Overload and Parameter Overload. Resistance
Overload means making a throw with a max
number of dice equal to the characters Overload
Parameter. This kind of a zero test is made while
using Parapsychic talents or Mutations. The
second kind of an Overload is about upgrading dice
in order to achieve a greater number of successes
and performing unusual actions. It can only be
done while testing a certain group of Parameters.
In the ROBOTICA system there isnt a limited list
of perks, flaws and advantages or special skills like
in some roleplaying games. All these elements are
replaced by the Overload rule which allows for
spectacular actions the Players define themselves
inspired by movies, literature, comics or coming
up with these on their own. Usually when tests are
made, ten-sided dice are used and every result
above 5 means a success.
During normal tests, single color dice should be
used, for example, blue.
Before certain tests, the Player can say he is doing
an Overload. Every character has an Overload
Parameter. The value means the number of dice
that can be upgraded. However, you cant Overload
more dice than the number of dice in a given test.
The Player making an Overload puts a number of
blue dice aside and takes red ones in their stead
so that the upgraded dice are different from the
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normal ones. Then he throws all dice.
A result of 6-10 on an upgraded (red) die means
2 successes.
A result of 1-5 on an upgraded (red) die means a
single failure. This failure is not subtracted from
the number of successes. It means the
characters overtaxed himself and is damaged as
a result.
Normal (blue) dice in the test work like normal
they give either a single success or zero
successes.
We suggest that the Players gather blue dice with
successes first and red dice with successes second.
Then one has only to count the red dice left to
know how many failures there were in an Overload
test.
In the case of the mortals (mutants, clones), every
failure is a single Damage. A character that has
more failures has more Damage summed before a
Wound is applied. If the upgraded dice were used
in a direct confrontation in combat, and the
character was hit, this damage is always added to
the total before the Wound is defined.
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In the case of the machines (robot, android,
cyborg) failures mean a general Short-circuit,
according to the table:
1-2 failures = 1 Short-circuit
3-4 failures = 2 Short-circuits
5-6 failures = 3 Short-circuits
7-8 failures = 4 Short-circuits
9 and more failures = 5 Short-circuits
In the case of the Hyperbeings, failures mean
Balance loss, according to the table:
1-2 failures = loss of 1 Balance Level
3-4 failures = loss of 2 Balance Levels
5-6 failures = loss of 3 Balance Levels
7-8 failures = loss of 4 Balance Levels
9 and more = loss of 5 Balance Levels
An Overload is public as default usually theres
no reason to hide the fact that upgraded dice are
used. In the case of opposed test, the situation is
different. The information whether the opponent
makes an Overload is important to ones strategy.
The attacker declares an Overload first. The
defender decides next, since he can guess the
attackers efforts by his stance. This info is
irrelevant if the Narrator decides an Overload to be
hidden, according to the rules described in the
Public and hidden tests section.
Overload can only be used in tests of the
following Parameters:
Confrontation, Parkour,
Shooting, Throwing, - Will Manifestation
Overload is not only a means of varying the game
mechanics it allows the participants to declare
supernormal actions which are normally
impossible for their characters. Using an Overload,
the Heroes can put spectacular combat concepts
from the films into action. The greater the
Overload they make, the more spectacular things
they can pull off. If he upgrades 3 or more dice, the
Player can declare a highly amazing action!
Matrix
Wanted
Predator
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UltraViolet
Matrix.
The Narrators mission is to encourage the Players
to make spectacular actions, which are memorable
and make a session richer. Amazing Overloads also
influence the number of Success Experience Points
given out at the end of a session.
Additional tips regarding making an Overload are
given below.
- You dont describe it, you dont carry it out.
A Player who wants to make an Overload has to
describe the action adequately, including the
awesomeness (in a comic, Hollywood or anime
convention).
- One Overload, one action.
A single action and not a chain of them should be
described.
- A reason for the Overload.
Circumstances which encourage the Hero to make
an effort greater than normal are a must. An
Overload should not be made without a clear plot
reason.
- The description has to allow for failure.
The description should take into account the
possibility of failure even the most sophisticated
actions can fail. The results of a failure should be
possible to describe. Making an abstract Overload
off ones head with completely unpredictable or
absurd consequences shouldnt happen.
UPGRADING DICE VS. OVERLOAD
An Overload applies only to certain Parameters and
results in Damage in case of a failure. On the other
hand, an upgrade is just a bonus applicable only to
these Parameters which cannot be Overloaded.
The Narrator learns when an upgrade is done and
how many dice are affected from various elements,
including the Psychological Profile, or unique
bonuses due to Technologies or equipment.
Just like in the case of an Overload, a number of
normal (blue) dice is replaced by upgraded (red)
dice. A failure (a result of 1-5) on upgraded die
does not mean overtaxing, Damage or a loss of
Balance Levels. There is no reason to count
failures. A good result (6-10) on an upgraded die
means 2 successes.
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There is no need to use a third color for the dice,
since one can never apply an Overload and an
upgrade at the same time.
SOCIAL AND QUASI-SOCIAL CONFLICTS
In the course of a game might arise a need to
decide what happens as a result of a social conflict
(an argument, persuasion, manipulation, inciting,
wooing or lying).
Not always tests will be necessary often just a
conversation is enough. The Players talk for their
Heroes and the Narrator for the NPCs. In general,
every discussion can be solved in terms of plot.
However, the weight placed upon the Narrator is
disproportionate in such a situation; sometimes
the Players might think him unjust and biased. This
is why it is good to use the game mechanics in key
moments opposed social tests, to be precise. The
term of Contact describing the social weakening
and the closeness (contact) with the ideas of the
dominant side - is related to this. The opposed
tests result in deciding the level of Contact, which
is to the disadvantage of the losing side.
What Contact really is and where does it come
from depends on the situation. The leader of a
mutant group can be motivated to support the
party on the road of negotiations or by
undermining his authority and compromising him.
The female owner of a Hangar can be wooed or
blackmailed. A robot can be lied to, misled or
persuaded.
In any case, Contact can have the III level at most
which means being submissive to the character
who has dealt this and to a degree
to her closest associates. It does not mean total
submission, however. The NPCs brought to the III
level of Contact can, for example, desire revenge
or regaining the lost position.
Contact affects not only the losing side in a
conflict, but also on the spectators and anyone
who might have heard of it. It means one does not
need to motivate every NPC to cooperate
persuading the leader of a group will be enough,
since hell introduce the right attitude in his
subordinates. The Narrator decides how fast and
how much the Contact aura works, based on the
realism and the pragmatics of the solution. The
required Contact means the Difficulty of a social
test the higher Contact one gains, the greater
the influence over the losing side.
Basic Parameters
Personality refers to human relations, while
Robotics refers to robot relations. In plot-justified
situations, taking into account every one of the
characters and the messages spoken, the Narrator
might allow a robot in a defensive stance to make
a Robotics test in a social conflict in the human; or
a human to make a defensive Personality test in a
discussion with a synthetic. Rarely he can allow a
robot to make a Personality test in a contact with
another machine it has to be derived from the
topic and the flow of the dialogue.
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Arbitrary social tests
In rare cases, one can swap other Parameters for
Personality and Robotics. The test is still social
because it is to cause a certain attitude in the
opponent. It can take place if actions are more
important than words and gestures for example
in tortures, when the executioners medical
knowledge and the victims resistance are
important; in rivalry based on certain skills and not
negotiations. These arbitrary social tests also
result in Contact. The actions affect both the
object and the subject whose attitude they
influence.
In the case of a discussion, a Player can upgrade
the number of dice related to the correct psychic
quality even though the test of the initiating party
is based on a Parameter other than Personality or
Robotics.
One cannot upgrade dice as a result of a
Psychological Profile if the Player does a certain
stated action only the defending side makes
normal social tests.
The question is why to take certain stated actions
if one can use other Parameters than Robotics and
Personality without taking them. The crux of the
arbitrary social tests is deciding the required
Contact. In the above examples, it will be easier to
influence a group of speeders by action than
words. The Narrator can demand a II level Contact
in the case of theory and I level contact in the case
of action.
Contact level
The Contact level depends on the number of raises
in an opposed test:
1-2 raises - I Contact level
3-4 raises - II level
5 and more raises - III level
I level Contact is enough for many common effects,
however, one has a tangible influence over the
person only with a II or III level Contact. Those info
are just hints Contact is interpretation-based,
which means it is the Narrator who decides the
level necessary to fulfill a Players goal. Lying to a
not-too-bright mutant might require of I level
Contact, while trying to mislead an alert corporate
clone would require III level Contact.
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The Narrator should take into account the
Difficulty Level of the game when deciding on the
required Contact level.
Key social conflicts
A key social conflict might but does not have to
be solved by a single test. The negotiations might
last until one of the sides gains III level Contact
after all raises are added. One declares his stance,
arguments and ideas normally in-between the
throws. The winner can base the tests on the same
psychic quality. A failure makes basing on the same
quality impossible and forces one to change his
strategies - according to the hints in the example
below.
Social tests and the Psychological Profile
The Heros Psychological Profile affects the test
the most. The Profile, presented as a radar chart,
shows when the Player does receive bonuses. The
bonus in the social test is the upgrade of 1-3 dice.
Upgraded dice work just like in the case of an
Overload, however, they do not deal Damage in the
case of a failure. A result of 1-5 on an upgraded
dice means 0 successes, and a result of 6-10
means 2 successes.
The upgrade should be based on the most
applicable psychical quality of the character.
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Processing and fractals
Quasi-social conflicts between machines are
another matter. The factor which influences a
robots decisions the most is a possible discredit.
That is why social interactions between machines
are sometimes based on rivalry and not
arguments. Solving such a conflict is called
Processing. Such quasi-social interactions result in
consequences similar to normal negotiations.
Contact is awarded in the same way analyzing
the number of raises gained in an opposed test.
Unlike normal interactions, in Processing one
always refers to the Computer Science Parameter.
Instead of talking and swapping arguments, all
machines participating in a social conflict creates
a fractal. A fractal is an unending design built from
elements repeating ad infinitum in a similar shape
and different sizes; it can be 2D or 3D. The machine
who creates a memory-draining fractal faster and
blocks the opponent by bringing him to the limit
of his data processing abilities wins. The fractal is
created using the cyberspace, so everyone can be
a spectator. The spectators do not experience
information overload since they watch the
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Processing from the side, like one watches an
instant-blooming flower. During Processing one
uses the Computer Science in the opposed test.
However, instead of throwing all the dice at once,
one throws a single die and waits for the
opponents reaction; then another and so on. The
successes are counted normally. Processing means
describing an abstract effect of one AI influencing
another. The description of the fractal itself can be
in any convention, be it IT, organic or art; usually it
will be in a fusion style, a combination of all that a
Player needs. The Player can let his imagination
loose and create a completely unreal vision like an
abstract painting what is important is that the
fractal generated is to corner the opponent.
While Processing, if a success is achieved in a turn,
in the next turn the die is upgraded. We suggest
familiarizing oneself with the example below in
order to understand better how the Processing
works.
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Processing should be carefully handled by the
Narrator. A session cannot be filled by social
confrontations with a single Player while the rest
of the participants are bored. Few machines dare
to start Processing, preferring less risky solutions,
like a normal argument. Not everyone possesses
the Technologies which allow taking action in the
cyberspace either.
If you are so inclined, you can search such topics
as: open processing, generative art, physical
computing, 3D fractals. These topics can be very
inspiring in describing the Processing.
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DAMAGES
In a brutal world, violence is often the only way
out of a tight spot. The Heroes will often be
forced to face murderous machines and hostile
mutants. The Players should know the damage
system as well as the Narrator does.
The damages are nearly always given in the same
way the number of raises in an opposed test in
combat decides them. The weapon Strength is
added, and the Armor is subtracted from the
result. Depending on the being, the damages mean
Wounds (mortals), Damages (machines), Shock
(Hyper-beings), Scattering (swarms of miniature
bots). Separate naming was introduced for easier
differentiation, but the damage is decided using
the same aforementioned rule.
THE FINISH RULE
If after counting the damage it turns out the NPC
dies, the Narrator can declare a FINISH, or
a spectacular end. The victor describes the way he
annihilates the enemy. The Narrator should
declare a FINISH only if the opponent constituted
a real danger the victim does not have to be
a boss or a key NPC, but he cant be an extra. In
addition, the circumstances are important.
A FINISH is used only if the plot says the Hero has
a chance to kill the opponent.
A FINISH can happen both in direct combat and
in a finale of a shooting match.
A FINISH is noted on the back of the Character
Sheet by coloring one of the small fields at the
bottom. Every 10 FINISHES equal 1500 Success
Experience Points.
Mortal Kombat
PUNISHER
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THE DAMAGE
OF THE MORTALS
Wound Limit
A number of damage means a type of a Wound.
Every character can bear a certain Wound Limit of
a certain kind. The Wound Limit depends on the
Priority chosen for the Mechanics Attribute of the
character. The Player should color the superfluous
boxes next to the Wound Limit leaving a number
of empty boxes equal to the number of Wounds of
a given type the Hero can take. Upon receiving a
Wound, he crosses the box with a pencil. When
they are healed, you only have to erase the crosses.
Mechanics Low Priority (a weak character):
1-2 damage = Surface Wound [4]
3-4 damage = Light Wound [3]
5-7 damage = Heavy Wound [3]
8-9 damage = Critical Wound [2]
10+ damage = Mortal Wound [1]
Mechanics Medium Priority
(a mediocre character):
1-2 damage = Surface Wound [4]
3-4 damage = Light Wound [4]
5-7 damage = Heavy Wound [3]
8-9 damage = Critical Wound [2]
10+ damage = Mortal Wound [1]
Mechanics High Priority (a tough character):
1-2 damage = Surface Wound [5]
3-4 damage = Light Wound [4]
5-7 damage = Heavy Wound [3]
8-9 damage = Critical Wound [2]
10+ damage = Mortal Wound [1]
The features of Wounds
Surface Wound: sprain, exhaustion, hunger or
dehydration, severe bruising, irritating injuries,
constant ache, straining of a muscle or a tendon,
long lack of sleep, shallow and non-dangerous
scratches. A mediocre character can withstand 4
such Wounds.
Light Wound: severe pain you cannot overlook,
bleeding, annoying burning, a slash or bullet non-
life threatening wound. A typical mortal can bear
4 such Wounds.
Heavy Wound: penetrating pain, severe wounds,
dangerous bullet wounds or deep wounds dealt by
melee weapons. The character is staggering, he
cannot make an Overload nor be in an Offensive
stance. A human can typically withstand 3 such
Wounds.
Critical Wound: extremely awful wounds, wide
burns, fall from a height, being hit by a vehicle,
dying from carbon monoxide poisoning or poison.
Requires immediate medical help. The character
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can barely stand, and if hes brought to the ground,
he cannot get up. He cannot make an Overload nor
be in an Offensive stance. Due to pain he cannot
defend himself successfully, so he cant be in a
Defensive stance either. Usually, humans can
withstand 2 such Wounds at most.
Mortal Wound: the character is dying due to
extreme damage or bleeding out. He is conscious
for a number of rounds equal to his Overload
Parameter. He cannot move or does it extremely
slowly, crawling in his own blood. The Hero will die
if he does not receive professional medical help
within 5 turns of losing consciousness. Regardless
of time, hell die immediately if he receives a Heavy,
Critical or Mortal Wound.
Wound Accumulation
The Wounds cumulate it means that when the
Wound Limit of a given type is exhausted, one
automatically receives a Wound one degree
greater. If the limit of more severe Wounds is also
used up, the character receives an even worse
Wound.
Such a situation can be compared to a boxer match
a boxer is standing after a series of strong blows,
but he can be knocked out by a relatively weak hit.
It is caused by all hurts, pain and negative results
of damage piling up every next blow is more and
more dangerous.
Suffering Wounds - a summary
The Player notes all Wounds gained on the
Character Sheet, by marking a box with a cross.
One does not notate the total damage received
only Wounds matter. A character can receive only
a single Wound a given time. All damage and
modifiers have to be added up before deciding on
the Wound the Hero receives.
DESCRIBING DAMAGE
While marking the Wounds on the Character Sheet,
the Player describes the damage dealt. He has to
respect the guidelines given in the descriptions of
various Wounds. The description can be favorable
or not. In the latter case, whenever a Player
, describing the damages in
an adequate way that can potentially make further
combat harder, the Narrator should note
a Compromise in his notebook. If the Player
describes the results as insignificant and not
complicating matters, the Narrator doesnt note
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it. The participants decide for themselves if the
game is to be heroic, or hard and realistic. The
characters reacting like the comic superheroes can
be a lot of fun, but lower the number of Success
Experience Points given out after a session.
The Players need to realize that the Heroes in
ROBOTICA should be like stuntmen who risk their
life or are in tight spots, but after some special
effects leave whole and on their own legs.
Handling the descriptions of damage allows
steering the game and carrying out heroic deeds
preceded by worry about the characters ill fate.
Gaining or losing Compromises is an important
element of the game, since only the Players can
affect this aspect the Narrator can only evaluate
and classify their actions.
The Narrator describes the damage of the NPCs,
using the guidelines from the Compromise
paragraph in the Combined Experience section.
HEALING THE WOUNDS
OF THE MORTALS
- First aid (once every 24 h)
To dress Surface or Light Wounds one needs a first
aid kit and basic knowledge about first aid. Usually
even without special dressings one can dress most
wounds, using replacements. Sometimes one can
dress his wounds himself, other times the Narrator
can demand another character do this.
First aid means making a Medicine test with
a Difficulty of 0. The number of successes decides
the help given. By gaining 2 successes one can heal
a Surface Wound; by gaining 3 even a Light
Wound. The more successes, the more Wounds
can be healed.
Gaining 3 successes means one stabilizes a person
who has received a Mortal Wound. It does not heal
the Wound, but it keeps the patient alive for the
next 3 hours. To heal a Mortal Wound, one needs
to carry out an operation or make a nanobot
injection.
First aid gives nearly immediate results, but
dressing itself usually takes a few minutes. First
aid can be used to heal Wounds no more than once
a day. Any more dressings stop bleeding and lessen
the pain, but do not heal Wounds.
- A medical operation (once every 24 h)
A medical operation, requiring a set of professional
accessories and at least 25 minutes, during which
the patient has to remain motionless.
A medical operation requires a Medicine test
with a Difficulty of 3.
The number of successes in the test means the
degree of success in the operation, which has
a direct connection to the number of Wounds
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healed. Remember this:
- 2 raises allows healing a Surface Wound
- 3 raises allows healing a Light Wound
- 4 raises allows healing a Heavy, Critical or
Mortal Wound
The more successes one has, the more possibilities
are open, since one can heal different Wounds. If
one does not have any raises in the Medicine test
while undertaking medical operation there is 20%
chance that the patient receives a Light Wound
due to a messed-up operation.
Operations cannot be done more than once every
day. The only exception is trying to heal a Mortal
Wound.
- An injection of medical nanobots (results in
Delirium Points)
An alternate healing method is using nanomedic
kits. It means injecting extremely miniaturized
medic bots. The tiny machines carry out the
necessary operations according to the instant
diagnosis and the preprogrammed procedures and
then die and start dissolving. The patients body
absorbs them very quickly due to the material they
are made from.
Unfortunately, a side effect of using the nanobots
is shock, equaling 3 Delirium Points. Depending on
the place the nanobot injection is made and the
mode, the following can be healed: 2 Light Wounds
or 1 Heavy Wound or 1 Critical Wound or 1 Mortal
Wound.
- Biostimulants (result in Delirium Points)
Since the nanobots do not heal Surface Wounds,
special biostimulants are used. The chemicals
differ when it comes to the intensity and side
effects. The most popular is SpeedMED, which
causes daze (2 Delirium Points) but heals 3 Surface
Wounds immediately. Another kind is called
MaxMED, which causes shock (3 Delirium Points),
but heals all Surface Wounds immediately.
- Stay in a medical capsule (once a week)
Medical capsules, fitted with advanced operation
equipment and special nanobots which return to
the disinfections slot after work, are also used. The
stay in the capsule takes 60 minutes in this time,
the patients state is stabilized and all Wounds are
healed.
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The capsules are rare and present nearly solely in
medical clinics reserved for the Scientologists.
They were installed in those corporate bases in
which the clones were stationed they are
currently used by the forces which keep order and
guard the Union buildings in spite of the
evacuation of the authorities.
A total regeneration can be done only once a week.
If one uses it more often, the patient suffers from
severe side effects (Delirium Limit reduced by 1).
Because the patient is put under, the stay in a
capsule does not result in psychic shock, unless
the patient overdoes the healing.
It is said there are Scientologists who use their
position and make capsules available for money.
To use it, one needs connections and the right
sum, ranging from 1000 to 2000 Kredz.
MACHINE DAMAGE
For Mortals, Suffering Damage mean Wounds;
while for machines, suffering Damage mean
Damage noted on the Technology Sheet.
Video presentations explaining how to use the
Technology Sheet and Loss Table are available
attached to this rulebook.
We strongly recommend reviewing information in
the Technology section before reading further.
They include guidelines regarding filling out the
Technology Sheet. The reader must have referred
to them when creating a robotic Hero.
Loss Table
The Loss Table is used for randomly determining
the location the machine was hit. Creating an
improvised version of the Technology sheet is
possible because it is easy in construction. On the
left side, there is the list of Technologies, and on
the right the Loss Table, which one could also
easily draw himself.
The Loss Table is made from 9 segments and
every one has 4 fields (boxes):
When a machine receives damage, two differently-
colored D6 dice are thrown. One of them shows
the column, and the other the row in the Table. In
such a way one decides which segment was hit.
For example a result of 2 and 1 means that the
lower left corner segment was damaged.
Filling in Damage
The first Damage is marked in the lower left box
of the segment by a vertical line or a cross. If the
box is crossed out, one marks the boxes clockwise
top left, top right, lower right. The order is shown
in the illustration:
Damage is marked only in pencil, while the
Technology symbols should be filled in using a pen.
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This way, while erasing penciled Damage, one does
not erase the Techs.
Getting a Short-Circuit
If all boxes in a segment are crossed out, further
Damages are not transferred to another segment,
but mean a Short-Circuit. The moment the Short-
Circuit exceeds a robots Short-Circuit Resistance,
the machine is annihilated.
Adhesive the boxes without
Technology symbols
If there are no Tech symbols in a box, it is damaged
normally according to the rules above. However,
a hit does not result in lower efficiency of a system.
Crossing out a box without a Tech symbol means
a robots Adhesive was damages, which does not
affect the games mechanics in any way.
Instructing the Players
The Narrator should carefully instruct the Players
how to mark Damages in the Technology Sheet.
The Players will do it when their Heroes are dealt
Damage. While marking them, the Player describes
the consequences of a hit himself. The standard
rules regarding a Compromise apply.
At first, the Players will mark Damages first and
describe them second, but when they get used to
it, the descriptions will be said while the Loss Table
is modified. The Narrator does not moderate it;
however, the Players must mark Damages
honestly, to match the facts.
Boxes with Technology symbols
The fields do not contain full names of the Techs,
but only the symbols. For example, crossing out
a field which contained a symbol of the Sensory
System results in lowering its Endurance. Beginner
Players should mark the Endurance reduction by
crossing a box on the loss scale next to the
Technologys name. When he sees how serious the
damage is, the Player describes the results
adequately.
Loss scale (different than Loss Table) contains
several boxes next to a Technologys name. The
loss scale illustrated presents a Tech, the
Endurance of which was reduced by 2. More
advanced Players do not have to cross Endurance
out, since they know the Loss Table and they
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ascertain the damage to the Technologies easily.
Sometimes they invent new ways to use the Loss
table some use color pens or suggestive symbols
instead of letters, for example.
Damaging several Technologies at the
same time
When a hit is serious and envelops several
Technologies, one can focus on what is the most
important, or describe all the negative
consequences shortly. In the case of multiple
damages, we suggest using descriptions based on
what the witnesses might see. The Player does not
have to say how his Hero takes the losses, but only
relate what the opponent might see. The
description should remain in first person, though,
for everyone to identify oneself fuller with his own
Hero.
The Narrator describes the damages for the NPCs,
based on the Damages on their Technology Sheets.
All machines presented in the bestiary have filled
Technology Sheets included on the CD attached to
this rulebook. The Narrator can also use an empty
Sheet in order to prepare a Technology Sheet
himself, although he could also use a piece of
paper and draw the Loss Table himself. Using the
pre-made sheets is easier and less cumbersome
and only requires printing the Technology Sheets
for potentially hostile robots beforehand. We
suggest the Narrator have a register of most
commonly used enemies, since it makes his job
significantly easier. The printed out Sheets can be
used multiple times provided that one uses a hard
pencil, which doesnt smudge when erased.
Pros and cons of a Loss Table
The Loss Table is a theoretical construction and
does not refer fully to an authentic view of a robot.
The chance of certain Damages contains
a probability of critical short-circuits, destructive
splatters and other secondary damage. In theory,
it is possible to damage two completely different
Technologies. In practice, everything depends on
placing the Tech symbols thoughtfully.
The Loss Table should be filled in a way to avoid
absurd situations such as the Sensory System
being destroyed when a limb is lost. The Table can
predict such situations, since they are possible
robot constructions can be completely out-of-the-
box (a bot having cameras on mechanical limbs).
More often, such a situation is a result of filling out
the Loss Table badly. A way to avoid controversies
is to fill in Technologies into correct boxes. If need
be, the Players should be reminded that the Loss
Table is not an equivalent of the machines
construction per se, but only a way to illustrate the
damages which could result from secondary
destruction. Its fine, if the symbols placed in
a segment refer to the general construction of
a robot, but it should not be treated too literally.
The Loss Table should not be used contrary to its
use and main assumptions. When used correctly,
it works fine and provides emotions when
randomly determining the location of a hit; if filled
out quickly and thoughtlessly, it can be a source of
irritation or laughter due to inadequate effects.
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More information on the Loss Table can be found
in the Filling out a Technology Sheet section.
REPAIRING MACHINES
AND LEVELING SHORT-CIRCUIT (S/C)
In order to remove damage, one needs to use one
of three modules their acquiring is described in
the Technology Recycling section.
In many cases, the repairs can be carried out by the
damaged robot himself, but sometimes the
situation requires that another engineer help.
Everything depends o the robots construction. For
ease, it should be assumed that machines fitted
with Operation Technology are able to repair most
of their systems, in the front and sides.
One needs at least a toolkit to repair.
Reconstructing a Tech is not an easy task and it
requires the knowledge of Engineering. In order to
carry out repairs, one makes a test of the
Engineering Parameter. The Difficulty is 2 and
every raise allows repairing any 3 boxes.
- To repair a box which doesnt contain a Tech one
needs an Adhesive module.
- Repairing a box which contains at least one
Technology symbol requires an Electronic
module.
- Universal modules stand in for the others, so
they can be used both to repair the boxes with
Technology symbols or the Adhesive.
The Narrator has a right to demand that only
Universal modules be used to repair rare and
forbidden Techs.
In the case of a failure, any 3 modules chosen by
the Player are destroyed and removed from the
characters equipment.
Leveling a Short-Circuit (S/C)
Leveling a Short-Circuit requires a toolkit and when
making an Engineering test, one uses 2 Electronic
modules or 1 Universal. The Difficulty is 2 and every
raise means leveling 1 Short-Circuit of the machine
repaired.
The process can be carried out no more than
3 times a day. Any additional time causes
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a permanent reduction of the Short-Circuit
Resistance by 1.
In addition, Short-Circuit disappears by itself, at
the rate of 5 per day starting from the moment
the machine has last gained a Short-Circuit.
Additional requirements
An absolutely necessary requirement of repairing
or leveling Short-Circuit is that the machine be
motionless and the right period of time 2
minutes per every box of the Table Loss repaired
or Short-Circuit reduced by 1.
The Repairing Equipment
A popular method of repairing damages is using
the Repairing Equipment. After placing the correct
modules in the slot, the device automatically
carries out the repairs using miniature robots. It
takes 20 seconds to repair 1 box. The robots are
single-use only they repair up to 10 boxes and
then dissolve into dust. Due to the speed and the
general chaos caused in the software and the AI
of the machine, using the Repairing Equipment
always results in 3 Delirium Points. Using the
Repairing Equipment more than 3 times per day
causes a permanent reduction of Short-Circuit
Endurance by 1.
TECHNOLOGY RECYCLING
The Scavenger Bots of the DESTRO disassemble
valuable equipment from all sources of potentially
useful parts vehicles, devices, destroyed
machines and the like. Since there is a vast deficit
of useful spare parts, trade concentrated around
Engineering Nodes has expanded and here one can
buy the necessary parts.
Since there is constant fighting in the streets, the
remnants of the defeated machines are also
a source of parts. Disassembling often happens
long after a particular bot is defeated, so most of
the electronics is burnt or otherwise useless. In
spite of that, a good engineer can extract useful
parts or the ones which can be easily repaired.
Recycling and the Heros advancement
The modules are not only used to repair machines
(vehicles, robots, androids, cyborgs) but also to
install new Technologies, bought by the Players for
Experience Points. Every Tech has its Endurance
and Short-Circuit, among others. Short-Circuit
equals the number of Electronic modules required,
and Endurance equals the number of Adhesive
modules needed.
Rules for disassembling modules
Having a robot wreck, one can try to disassemble
modules. One needs to have at least a basic toolkit.
The process is single-time only disassembling
results in a definite destruction of everything that
could not be extracted.
The Player makes an Engineering test with
a Difficulty of 2. Depending on the number of
raises, one can extract a number of modules.
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Using 1 raise, one extracts an Adhesive module
or an Electronic module. Using 3 raises, one
gains an Universal module.
If disassembling a caught clanker which is not
overly destroyed, the Difficulty of the Engineering
test is 0 if the robot is immobile and 5 in the case
of a resisting and struggling machine.
To quicken the action, the Narrator can allow
multiplying the number of raises by the number of
wrecks scavenged. If Enea had defeated 3 robots,
she could use 9 raises for any modules she wished
(3x3 raises).
The modules gained are filled in the recycling
symbol in the center of the other side of the
Character Sheet. One has to differentiate between
the modules and the Modulants. The arrows of the
symbol are broken in half in one part, one writes
the number of modules and in the other, the
number of Modulants.
ASSESSED DAMAGE (applies to all
character types)
There are no tables for damage due to a fall from
a height, drowning or destructive environmental
conditions. The Narrator decides the number of
assessed damage according to the guidelines
below. Then the Player makes the most adequate
fatal test (for example, Parkour when falling,
Overload in extreme conditions, Confrontation
when crushed by closing doors). The number of
successes is subtracted from the number of
assessed damage and the result is the damage the
character is dealt.
Can be survived 5 assessed damage
Looks bad 9 assessed damage
A lost cause 13 assessed damage
Fatality! 17 assessed damage
Assessed damage
The assessed damage can also be counted
if they are a result of a lost opposed test. The
number of own raises in the defense test is
subtracted from the total of assessed damage
(there is no further throw, but the one already done
is accounted for thats why its ).
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ADVANCED PLAYERS ONLY: In the case of
weapon attacks dealing assessed damage, the
test made by the victim is an opposed test, which
becomes a fatal test in the case of a failure.
FILLING OUT
THE TECHNOLOGY SHEET
Filling out the Technology Sheet is very easy. One
just has to write all the Tech names and then put
invented symbols next to them. The Technology
Sheet contains two sections a list of systems
installed and the Loss Table, which illustrates the
chance of damaging the parts.
On the left, theres enough space to list all
Technologies installed in a robots construction or
all cybernetic implants in a mortals body. One
writes down the name of a Tech and the short
descriptors (E Endurance, S/C Short-Circuit,
S Splitting). Every one of them was described in
the Technology section. Additional Technologies,
which do not have them, are written next to the
basic Techs name, for example Nightvisien next
to Sensory System.
Next to the Technologys name theres a loss scale
9 boxes next to each other in a horizontal line.
One leaves the number of empty boxes equal to
the Endurance of a Technology.
These empty boxes can be crossed out after
Damage is received. It allows guesstimating how
damaged a Tech is.
On the right, beyond the scale, theres a space to
write in a symbol for the Tech a letter, a symbol,
or a dot with a colorful marker. Every Technologys
symbol must be unique.
On the right side of the Technology Sheet theres
a Loss Table, where one places the Technology
symbols. One places a number of symbols equal
to the Endurance of a Technology.
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One can fit up to 2 symbols in a single box in
a single segment of the Loss Table one can have
max 8 symbols.
If the Technology can be split (SY which means:
), the symbols can be placed in any boxes
in the entire Loss Table. If the Tech is cohesive (SN,
), all symbols must be placed in boxes next
to each other; however, they do not need to be in
a single segment.
Symbols are written above the lower edge of the
box, in opposing corners (lower left, lower right).
ARMOR
The Armor is an estimated value defining general
damage resistance. It should not be treated overly
literally. Due to vast differences between the
beings and the appearance of different characters,
Armor contains information both about protective
clothing worn and body structure or construction.
In most cases, Armor reduces Damages dealt.
Sometimes, it is ignored for example, when
falling from a height or into a vat of acid (the liquid
flows into the armor, so it doesnt help you in any
way).
Armor is described by two numbers: the first one
says how much Damage is absorbed if the attacker
gains 1-4 raises in his test; the second one if he
gains 5 or more raises in the attack test. In other
words, the more precise the blow, the more severe
the final Damage is.
If the Hero wears more than one Armor, the values
are averaged (rounded up). The effects do not
stack. It means its better to have a single good
Armor than several poor ones. On the other hand,
if one wants a similar protection with different
hits, he can configure his Armor as he wishes.
Power armor is a completely different matter it
doesnt work like a bullet-proof vest or armor
jacket, but like a machine. It is described as a robot
is using a Technology Sheet. If a bullet hits a box
which was destroyed earlier, the pilot is wounded
and theres no Short-Circuit. A person in a power
armor can wear no additional Armor.
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COMBAT
Rules for melee and ranged combat
BASIC INFORMATION
Combat is divided into turns. In his turn, every
participant can declare a single action for
example, attacking, hiding or a more complex
action. Even though everyone has only a single
chance to act, every turn is crammed full of action.
Heroes not only perform their own actions, but
also react to what the others do by defending
themselves, hiding, jumping aside when a grenade
explodes... The Players should be aware that they
shouldnt turn off after acting in their turn, but
keep alert because there is a possibility to act,
as a reaction to the NPCs and the changes
happening in the game world.
INITIATIVE
At the beginning of combat, the order the
participants act has to be set. This order is decided
by the Spot Parameter the character with the
highest value acts first.
In the case of a tie identical Spot of a Hero and
a NPC the Difficulty Level of the game decides
the order:
- Easy Difficulty: the Players Hero acts first.
- Normal Difficulty: a die roll is made, whoever
gets the higher result acts first.
- Hard Difficulty: the NPC acts first.
In the case of identical Spot Parameter in a group
of NPCs or Heroes, the Narrator decides himself
which one of characters run by him will act first;
the Players do it for themselves.
The action order is decided only once at the
beginning of first combat turn and is retained
until the end, with the exception of specific
circumstances, like sneaking and ambushes.
It could also be changed in a tie. In case of
characters that have the same Spot value they
may decide which one of them goes first.
ADRENALINE!
- BIDDING FOR THE ORDER
Instead of using a standard method to decide the
order of actions, the Narrator can tell the Players
at the beginning of combat that he starts bidding
for the order, by saying Adrenaline! or "Bidding!".
Bidding means deciding action order for groups
and not individuals. One bids for action order for
the next 3 turns.
Groups are noted and the value of Spot Parameter
of all members of a group is added up. This
Adrenaline is then used during the bidding. The
number the NPCs have is public the Narrator
gives it before bidding starts.
The price for going first in the turn is first given by
the Narrator it can be any number, including zero.
If the Players will not bid higher, all NPCs act first
in the round.
Points spent bidding on a round cannot be spent
while bidding for another. In other words, the
entire pool has to suffice for bidding for three
turns.
The rest depends on the Difficulty Level of
a game:
Easy Difficulty Level after three turns another
bidding can be made or the cycle can be repeated;
the Players decide
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Normal Difficulty Level the order of who goes
first is retained until the end of combat.
Hard Difficulty Level after three turns another
bidding can be made or the cycle can be
repeated; the Narrator decides as though for the
NPCs.
Bidding has to be a game element. Placing points
should happen with adequate comments the
characters thoughts spoken aloud by the
Players. You cannot withdraw what you already
declared, the decision is binding.
If another participant joins a fraction, the order is
kept, unless an exception is made by the Narrator.
STANCE IN COMBAT
In his turn, every Player declares what his Hero is
trying to do. Since most actions can be ascribed to
a larger group of actions, the Player chooses a
priority and describes the behavior accordingly or
the Narrator decides which priority the description
does match.
The choice can be an immediate reaction to new
circumstances or retaining the old stance. The
Narrator decides which is adequate, judging the
descriptions.
The best moment to choose your priorities is to
pause action just before combat starts, after
initiative is decided.
The priority chosen and used remains until the end
of a turn you cannot switch priorities more than
once in a turn.
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Stances available:
Waiting, Dodging, Defensive, Security,
Offensive, Determination, Hiding, Operation,
Cooperation, Neutral.
Waiting readiness and waiting for the
course of events.
MODIFIER: +1 guaranteed success to attack test
and defense tests. +2 guaranteed successes for
Spot tests (also added to the initiative).
Tactical consequences: a waiting Hero is open to
all stimuli from the outside and is a great support
for a sniper who can choose an Offensive stance.
Waiting is ideal for all strategies based on
cooperation.
Dodging any actions which are to
maximize ones safety at the cost of combat
effectiveness. The Hero carries out no complex
actions, but is focused on his safety.
MODIFIER: provided attacking a character is
possible at all, he gets +3 guaranteed successes
in defensive tests.
Tactical consequences: targeting a character
with a Dodging priority can require a successful
Spot check against her Conspiracy. Moreover,
characters set on Determination might not
notice Dodging characters at all. A character with
a Dodging stance is unable to attack, except for
plot exceptions.
Defensive a stance which is to provide
greater protection, but while being able to
contribute to a fight effectively. For a games
mechanics, it does not matter whether the cover
is up to your chest or your chin; or whether its 80
or 110 cm high. A Defensive stance means the
Hero uses it to gain better defense while
retaining full combat effectiveness.
MODIFIER: the character gets +2 guaranteed
successes in defensive tests.
Tactical consequences: a character with a
Defensive stance can draw attention away from
the ones busy with important stuff or wounded.
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Security a stance which is to ensure
someones safety.
MODIFIER: +1 guaranteed success in defensive
tests for the ally. The character with the Security
stance has to attack at least a single enemy
threatening the protected character in the turn; it
also applies if the enemy is likely to attack the
protected character soon. The Narrator should
account for the place of action when deciding how
many characters can secure another. While
penetrating a building or wandering narrow
corridors one or two characters can secure another,
but in more spacious locales this number will be
four or five.
Tactical consequences: a well secured character
can be key to an action which is aimed at a task
and not just eliminating the opposition.
Offensive trying to deal the most
damage possible to the enemy, at the price of
reducing your own safety.
MODIFIER: the character gets +2 guaranteed
successes in attack tests.
Tactical consequences: an offensive stance often
intensifies the enemys fear and concentrates his
attention on defense.
Determination keeping all your eggs
in a single basket; disregarding danger in favor
for a lethal attack or a charge!
Determination can only be used during the first
turn of a combat, unless the Narrator decides
something else based on plot. For the character to
gain the modifier, it has to be a really risky action
MODIFIER: the character gets +3 guaranteed
successes in attack test.
Tactical consequences: a character with a
Determination stance is in danger of greater
damage, but can deal serious damage to the
enemy. He or she can also divert attention from
others, for example the wounded.
Hiding making your position secret.
MODIFIER: +2 guaranteed successes in defensive
tests based on Conspiracy.
Tactical consequences: the character can hide in a
good spot and inform his allies via a radio about
the enemy actions.
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Operation the priority is to get a
certain task done in the best time.
MODIFIER: if the character is secured, he or she
gets an additional +1 guaranteed success to
defensive tests. If he is not secured, he gets no
bonus.
Tactical consequences: a character performing a
complex task might be in need of securing, since
hes in the open.
Cooperation forfeiting your own action
in favor of helping an allys action.
The requirement for Cooperation is that it must be
chosen by two or three characters participating in
an action, either directly or passively.
In Cooperation, one can do an Overload as
normal.
MODIFIER: the supporting character makes a test
of the Parameter used by the acting character. The
half (rounded down) of his successes are added to
the acting characters successes. The modifier is
single-time only and is applicable only to offensive
actions. Supporting characters gain no bonuses,
but then can make defensive tests as normal.
Neutral indecision, disorientation, no
actions determined.
MODIFIER: None.
Guaranteed successes
and Weapon Limit
are a number which is to be
added to the sum of successes gained in a test.
They are added after Weapon Limit is taken into
account which is important. One should follow
the procedure below:
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Further explanations and tips
In addition to a modifier described for every stance,
which affects the mechanics, the Narrator
introduces a situational factor, adapting the
description of the situation.
We suggest the Players make it clear to the
Narrator what is the priority they choose instead
of making him decide. It allows avoiding
unnecessary controversies, since everyone chooses
for himself and has to make an adequate
description.
Its worth noting that a limited number of stances
does not limit the number of actions the Heroes
can undertake. The Players do not have to bend
their descriptions and imagination to a priority
schemata. Usually an action can be ascribed to
a stance. Sometimes, the description might not
match any of the priorities according to the
Narrator the character is assumed to have
a Neutral stance and the tests are unchanged.
ATTACK TESTS AND DEALING DAMAGE
- BASIC INFORMATION
As mentioned before, the number of raises
achieved in an opposed attack test decides the
damage dealt. In a shooting, only the person
attacked can be damaged, while in a melee combat
the attacker can be hurt also.
In the case of a draw in direct combat, the Narrator
describes the situation more favorably for the side
with a higher Confrontation.
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COMBAT IN DIFFICULT
CIRCUMSTANCES
Combat in hard circumstances might sometimes
mean being unable to choose your priority the
stance which applies to the test. For example, a
character brought to the ground will be unable to
choose Defensive nor Offensive stance, while a
Hero goaded into leaving his cover and entering an
open area cannot choose Hiding or Dodging
priorities. Yet another example is a fight in a
burning corridor where theres not enough place
for two combatants the Narrator says that the
Defensive priority is unavailable since you can only
go ahead.
Moreover, the Narrator can make the Difficulty of
a test higher for the side which is in a worse
situation compared to the opponent. Usually, a
Difficulty of a test in combat is 0, but it might be
increased to 1 or 2 in unfavorable circumstances.
The more demanding Narrators who wish for the
most realism possible might also increase the
Difficulty of opposed checks due to complicating
external factors not related directly to the
confrontation illustrated by the first example
below.
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SHOOTING AT A TARGET
In case of shooting at a target which does not
avoid damage but is imperturbable like a shooting
target, the attacker makes a Shooting test, and
the Difficulty is decided arbitrarily by the Narrator.
AMBUSH
A well-prepared ambush can be a key action in a
combat. In order to verify whether the Hero was
surprised, an opposed test is needed the victim
uses the Spot Parameter, while the attacker uses
Conspiracy. If the potential victim wins, the
attacker gains no advantage the combat goes as
normal, including the action order. If the attacker
wins, the victim makes a defensive test with a
Difficulty of 2 (instead of 0) during the first attack.
Moreover, the surprised character acts last for the
number of turns equal to the number of raises the
attacker achieved. Those surprised cannot use
Defensive or Dodging stances.
If an entire group is caught in an ambush, the Spot
test is made by the character with the highest Spot
Parameter. The result decides the fate of the group
and not an individual. In the case of an attacking
fraction it is the other way around the Conspiracy
test is made by the character with the lowest value
of the Parameter, since it is the least discrete
character who endangers the ambush the most.
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In some situations, a standard determining of an
ambushs successfulness doesnt work.
Sometimes it is immediately obvious that both
groups will spread. If in a terrain everyone will
constantly sneak up and try to kill the opponents
from surprise, the Narrator can say that ambush
rules do not work. The reason is that everyone
expects surprise attacks. The mechanics of an
ambush cannot be used if the presence of an
attacker is completely evident. In such cases, the
rules of a Sudden Attack might apply.
The first turn of combat is usually a bloodbath not
many survive. The Narrator should adjust NPC
behavior to the Difficulty Level of the game. Forces
of corporate clones nearly always use Mobile
Scouts. Other groups send examiners or at least
primitive bots with cameras. The NPCs can use
autonomous programs and movement detectors.
On Normal, and especially on Hard Difficulty Level,
the Heroes should not surprise groups of NPCs too
easily.
SUDDEN ATTACK
The rules of a Sudden Attack are used if an
opponent is suddenly attacked, but who is aware
of the attackers presence. In other words, it is not
an ambush, but it might be surprising. In such
a case an opposed Spot test is made. If a group is
surprised, the member with the highest Parameter
makes the test. The attackers Spot is understood
to mean the ability to assess the situation and to
choose the moment the enemy might be surprised.
If the attacker wins an opposed Spot test, the
attacked group can make a defensive test, but the
Difficulty is 2 (instead of 0).
Those attacked suddenly may not choose
Defensive or Dodging stances unless they tie or
win the opposed test.
If the group attacked suddenly wins the opposed
Spot test, they still act second, unless they
achieved at least 3 raises.
The Heroes who sense evil intentions of
a character they are interacting with can declare
a Waiting stance ahead of time, which guarantees
them +2 successes in a Spot test. The narration
must match the stance, though if a Hero is
absorbed by a conversation or something else, its
obvious he cant focus on the opponents actions.
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The Waiting stance cannot be overused, since
ostentatious distrust can be treated as a
provocation by others. The Narrator should also
ensure that the stance reflects the behavior of a
character.
TACTICAL ATTACK
A Tactical Attack takes place if a character has
carried out a string of preparations, required for a
critical hit.
Tactical Attacks happen mostly while the Players
fight the bosses, which was described in the
Bestiary bosses section.
This type of an offensive happens usually in a
direct confrontation. The number of preparation
tests made is added to the total of Damage dealt.
The Player must declare that he wants to carry out
a Tactical Attack and describe the preparations so
that we know what the character will be doing for
the next 2-3, max 4 turns. The plot consequence
of tactical attacks is usually a dangerous situation
the Hero finds himself in after the action is
complete.
BACKSTAB
If a character manages to sneak up and make a
surprise attack, for example backstabbing, the
victim cannot make a defensive test. The attacker
makes an attack test normally. The defensive test
is assumed to be 0 when counting damage.
In justified circumstances, the Narrator can also
ignore the victims Armor.
A backstab is a form of a Tactical Attack, so the
number of successful preparation tests is added
to the damage pool.
The rules of a Backstab can only be used if the
character has won at least 2 Conspiracy tests
before the attack, concerning sneaking up on the
target.
KICKING THE DOG
If the opponent is completely helpless, held or
dying in a pool of blood, using attack tests is not
needed. The target automatically receives the
number of Damage equal to the Shooting or
Confrontation Parameter of the attacker plus
weapon strength, if any. The victims Armor is
ignored, unless the attacker aimed at it
purposefully. The Narrator can adjust the Damage
according to the Players description, and in
extreme cases declare the victim is killed or
annihilated.
GRASP
The Player can declare he is trying to grasp. It is
successful if the attacker gains an advantage of at
least 4 raises. A grabbed character can try to
defend and free himself, but he is assumed to have
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a Neutral stance and only able to make defensive
tests based on Confrontation. Freeing oneself
requires dealing at least 4 damage to the attacker
(before Armor is taken into account).
RANGED COMBAT
Attack test and defensive test
In his or her turn, every character can use ranged
weapons. The Player chooses the mode of
shooting and makes a Shooting test. The target
can make a defensive Parkour test (if moving),
Conspiracy (if hiding) or make an Overload (if he
wants to bear the attack in a heroic way).
A Parkour test represents falling to the ground,
pressing against a wall or bending as a reflex. A
Conspiracy test is made if the character is hiding,
masked, or blinds the attacker with a tactical
flashlight, for example.
Hopeless victim
In justified circumstances, the Narrator can say
that the character cannot make a defensive test
not every machine has an equivalent of hearing nor
are agile enough to change their position suddenly.
In such case, only an attack test is made and raises
are counted as though the victim has achieved 0
successes.
A weapons performance
An important aspect of ranged combat is
accounting for Weapon Limit, which determines
the maximum number of successes taken into
account in an attack test based on Shooting
Parameter.
The Weapon Limit is ignored at Close or Direct
range.
An imprecise weapon limits accuracy even for the
best soldiers. More info about Weapon Limit can
be found in Ranged weapon qualities section.
The number of bullets shot
The number of bullets shot depends on the Rate
of fire of the weapon. If it equals 1, in a turn one
can shoot only once. If it is described as 1/10/20,
one can shoot a single shot, or a series of ten or
twenty bullets.
Bonus to Weapon Limit or to attack
force
Shooting in series gives you the advantage of
having the Weapon Limit increased. A greater Rate
of fire gives a potential of dealing more severe
damage, even though unskilled soldiers will not be
able to use the fact due to lack of knowledge. For
every 10 bullets in a series, there is a bonus of +2
to Weapon Limit.
At Direct and Close distance, the Limit is ignored
and the bonus is added to the weapons attack
force to reflect the fact that a series of bullets is
the most dangerous at close distance. Farther
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away, it only increases the chances for a good hit.
Shooting series is the most dangerous at Close and
Direct distance, but good shooters will use the
potential of a machine gun also from further away
as opposed to the amateurs who will probably
do little even if they shot 30 bullets.
A Friday nights shootout
The Narrator should motivate the Players to play
shootouts strategically.
Such aspects of combat as chasing opponents
straight into machine gun fire, preparing
ambushes and sneaking up to enemy positions
should be focused on. A ranged combat should not
be a boring exchange of shots even though such
scenes will probably happen when two unsubtle
but heavily armored machines confront each other.
A SHORT SERIES (optional rules)
The Narrator can introduce an optional rule which
says that a weapon with a Rate of fire of 1 allows
you to make a single shot or a short series of 3
bullets. In a case of a short series, Weapon Limit
(distance greater than Close) or attack force (Close
distance) is increased by 1. The rule can be applied
only to laser weapons and conventional weapons
(except revolvers).
The optional rule is justified by the expectations
of some Players who think that nearly every future
weapon should allow at least a short series to be
shot.
SHOOTING AN ENEMY IN CLOSE RANGE
While fighting at a Direct distance one can try
shooting instead of melee fighting by using
a ranged weapon held in hands or drawing it
instantaneously and shooting quickly.
Since theres no time for aiming from this close,
the shooting skills are relegated to the
background. Shooting at a Direct distance requires
gaining an advantage in an opposed Confrontation
test it is a quick hand movement and the speed,
not precise aiming which makes the difference.
Since everyone is aware of the danger that comes
from attacking with a ranged weapon at a minimal
distance and tries to avoid such damage, shooting
an enemy in close range is hard - the attack test
has a Difficulty of 3.
If the attacker gains advantage, the opponent
receives the number of Damage equal to the
number of raises plus Weapon Strength minus
Armor. If the defender gains an advantage in the
Confrontation test, not only does he avoid damage
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but also he deals damage to the attacker, like in
normal combat.
While shooting in close range one cannot shoot
more than 10 bullets.
SNIPER SHOT
Masked characters can be lethally dangerous
snipers, attacking from hiding and from a distance.
In such case, rules for Sudden Attack and Ambush
are ignored. The person attacked makes a
defensive Spot test reflecting the speed of
reaction to the sound of a shot being fired. It does
not exclude the possibility of making standard
Parkour or Conspiracy defensive tests. The
Parameter of the test should be matched to the
situation as well as possible (you always make only
1 defensive test). The Difficulty of a defensive test
in the case of a sniper shot is 2.
CAUSE AND EFFECT AND
SYNCHRONIZATION IN COMBAT
Actions undertaken by the characters have
concrete consequences happening immediately
afterwards. The action order in a turn is of
immense importance. Shooting enemies
unsuccessfully can make it harder for a second
soldier since the targets spread or look for cover.
Someone hit can drop to the ground and disappear
behind a cover. Sometimes, an attack is
simultaneous we call it a synchronized attack. In
such a situation, the Narrator orders a single
defensive test, the result of which decides the
success of all attacks. Usually, however, the cause
and effect influences the next characters
possibilities of action.
The Narrator can compare the Spot Parameter of
the attackers to ascertain how synchronized the
attack was. The difference of 2 or more means the
offensive is not simultaneous.
In some cases, the target is being shot at nearly
simultaneously by two or more attackers. If they
are simultaneous indeed, the attacked makes a
single, harder defensive test that decides the
effects of all attacks.
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SHOOTING AT A GROUP
If one has a weapon capable of shooting series of
bullets, an entire group of opponents can be shot
at. A single series of 10 bullets allows shooting at
a single character; a series of 20 a pair of
characters; 30 bullets allow shooting at a group
composed of three characters.
A series of 10 bullets 1 target max.
A series of 20 bullets - 2 targets max.
A series of 30+ bullets - 3 targets max.
It is assumed that the characters closest to the
attacker are targeted.
The attacker makes only a single Shooting test and
the result is compared with the defensive tests of
all attacked. Damage is counted separately for
everyone hit.
BLIND ATTACK
Sometimes a character behind a wall might stick
a weapon beyond the edge, without leaning out
and aiming carefully. In such cases, the character
has a Dodging stance, and the attack test has a
Difficulty of 4.
In the case of throwing a grenade from behind a
cover, the character has a Dodging stance, and the
Difficulty of the Throwing test is 2 (static target)
or 4 (moving target).
FOCUSED SHOT AND AIMING
In ranged combat and in direct combat one can aim
at certain body parts (of mortals) or construction
parts (of synthetics). Aiming at a Medium and
greater distance is possible only if the weapon has
an optical system and the Accuracy is at least 1.
In theory, one can target the smallest details, but
in practice one can only target parts that make up
at least 30% of the silhouette visible effectively
(legs, arms, torso or a big head of a robot).
Aiming increases the Difficulty of the attack test
to 5 or even to 6, if the defender covers the body
part in question, for example because it was hit
earlier.
In the case of a hit, the Narrator notes Damages
in a robots Technology Sheet or adjusts the
effects to the damage a mortal was dealt. While
deciding the results of a hit, the Narrator should
take the Difficulty Level into account.
If Heroes are targeted, the rules for Aiming cannot
be used, since it is the Player who decides the
consequences of a hit and can do it as
a Compromise or interpret it in a favorable way.
More info can be found in the Compromise
section.
SHOOTING FROM SEVERAL WEAPONS
Some kinds of ranged weapons require both hands
to hold, while others require only a single hand. It
means that even a mediocre mortal can try using
more than one ranged weapon at once. The
situation gets even more complicated when we
take note of robots equipped with several
graspers.
Using more than one weapon requires an Overload
of at least 1 die per every additional weapon used.
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While using several weapons at once, their Limit
and Accuracy are ignored, since for this action they
are base: Limit 4 / Accuracy -1.
Attack force should be averaged, rounding up.
The attacker cannot shoot an object beyond the
Range of the weaker (in this aspect) weapon. It is
assumed the Range is equal to the lower of the
Ranges of the weapons.
Damage is not counted separately the general
number of bullets shot is taken into account, which
decides the bonuses to the Weapon Limit or
Damage (depending on the distance). Using
several pistols with a Rate of fire of 1 means a
described earlier.
In addition, for every 20 bullets shot there is a 1
penalty to Accuracy (only while using several
weapons at once).
According to the base rules, one always has to
choose a single target an individual or a group.
If using several kinds of special ammo, the effect
of the one used the most applies. If they were used
equally, the person shooting makes the decision.
Shooting from spread-type weapons (shotguns,
flamethrowers) is absorbing enough that one can
use only a single such weapon and cannot shoot
another weapon simultaneously.
THE FIRST TURN IS A HELL AND
ORGANIZING BATTLE SCENES
While familiarizing yourself with the rules for
ranged combat you might have noticed that the
first turn of combat has the potential to be very
bloody. Surviving the first turn can be a challenge,
due to the following: ambushes, sniper shots,
sudden attacks and hails of bullets from close
range. The one who shot first has the greatest
chance to survive.
The Narrator should adjust the NPC behavior to the
Difficulty Level of the game. Its worth noting that
the game is to be fun and a certain challenge both;
in addition, it has to be a source of satisfaction.
The game should not consist of oppressing the
Players. The Narrator, as a moderator of the game,
is the one responsible for the balance and the
general quality of a session. In combat, this is
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especially pertinent to the first turn. Senselessly
killing the Heroes off without a deeper sense only
because such are is not the way
to go. Even on a Hard Difficulty Level the Narrator
should know moderation and know that the
Difficulty of the game does not equal the increase
in the speed with which successive Heroes are
being killed.
Combats consisting only of dice throws and
counting damage are disallowed. The Players
should feel as though they were on a real
battlefield they should maneuver and think
strategically on how to get close to the enemy or
get out of an ambush. In other words, combat
should start long before the dice are thrown. The
first turn of open fire from a practical point of
view might be the last, since there are either
dead or these hurt the most are forced to flee. It
is this phase of combat that should be prepared
the most and have an interesting description of
the strategy chosen.
The Narrator should encourage the Players to
come up with strategic plans and team actions.
Such successful actions are remembered well, and
the more universal they are, the more popular they
are. The Players will discuss and fine-tune them
and add new elements. Its one of the aspects of
cooperating of a group which is made richer by the
individuals. A well coordinated group has real
chances to defeat even a numerically superior
enemy facilitated by choosing ones priorities,
various arms and equipment and the flexibility of
the rules, including the possibility to change the
Parameter the tests are based on.
ONE ON ONE (melee combat)
Melee combat and using melee weapons requires
making an opposed Confrontation test. Weapon
Strength is added to the number of raises. The
result decides the damage dealt, which is further
modified by the Armor of the attacked. The target
can receive damage, but so can the attacker if the
target gains an advantage.
The defender can forego trying to damage the
attacker in favor of making a dodge action based
on the Parkour Parameter. For example, instead of
fighting, the character makes a somersault or
jumps off the bridge into the water. If he achieves
more successes than the opponent, the dodge is
successful, but the attacker does not receive any
Damage. Dodging is used mostly by the Heroes
with a higher Parkour Parameter than the
Confrontation Parameter.
The result of the Parkour test is compared with the
Difficulty of the action described.
A single person can be attacked in melee in a single
turn by 3 people max, regardless of whether they
attack as a group or individuals. This is due to the
space around a character being limited.
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A RISKY ACTION
A Hero who chose the Offensive priority in combat
can make a in melee combat. It means
the dice pool used for the Confrontation test is
reduced. The dice are put aside just before the
throw is made. If the character gains advantage in
an opposed test, he or she deals normal damage
due to the number of raises and Weapon Strength.
In addition, the damage is increased by 2 per every
die put aside.
You can only put normal (blue) dice aside. You
cannot put red (upgraded) dice aside.
freak move
IMPROVISED WEAPON
Items not created with combat in mind, but used
in a fight, are treated as an improvised weapon
with a Strength of 1. Objects which totally cannot
be used as a weapon have a negative Strength of
-1. The victim is dealt 1 damage less if hit by such
an object.
HUMANS VS. SYNTHETICS
Mutations increase the capabilities of mortals, just
like genetic modifications strengthen the clones.
Due to this, a character attacking a machine with
bare hands receives no penalties. The fight looks
like its out of a comic, where muscles can combat
levers! It doesnt change the fact that mechanical
limbs are treated as melee weapons with strength
of 1, so a fight with a robot without weapons is
unequal.
CHANGING GEARS (melee combat)
A triumphant character gains impetus and attacks
with an even greater enthusiasm in the next turn!
If the Hero hits an opponent and wounds any of
the opponents in the next turn, the damage is
increased by 1. The rule applies only to melee
combat while attacking and not while defending.
In a second successful round, the damage is
increased by 1; in the next, by 2; in a further one,
by 3, in the next by 4. In the sixth turn, it is
increased by 5.
On Easy and Normal Difficulty Level, the rule works
only for the Heroes. On a Hard Difficulty Level, the
rule is applied also to the NPCs they also deal
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increased damage with every successful turn of
melee combat.
FIGHTING A FLYING OBJECT
There are several ways to deal damage to a flying
object in melee combat:
when the object attacks. If the attacker loses
the opposed test, it means the attacked has used
the situation to his favor and managed to wound
the opponent while avoiding the hit.
when the Hero makes a risky attack by jumping
high into the air and trying to hit the flying target;
which requires an Overload.
AN INDIVIDUAL ATTACKS A GROUP
(melee combat)
In melee combat, a single character can attack a
group of enemies. One can deal severe damage to
several opponents in this way, but it is very risky.
To attack a group, one needs to make an Overload
of at least a single die per every additional
opponent in a group. The group attacked can
consist of 3 characters max.
The plot requirements need to be fulfilled mostly,
the enemy forces have to be close enough. If the
opponents are too spread, an attack is not
possible.
The attacker makes a Confrontation test with the
Difficulty depending on the number of enemies in
a group.
Every one of the defenders makes a defensive test
for himself, and the results are compared with the
attackers test. Damage is counted as normal for
every character individually, including the attacker.
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As a result of a failed attack, the Hero can be dealt
1-3 different Wounds in a single turn. A robotic
character can therefore choose hit locations
randomly and write in the Loss Table several times
in a turn.
One cannot attack more than one swarm of
minibots at once. Also, attacking several
Hyperbeings in melee at once should not happen
either, since these beings keep their distance from
each other.
A GROUP ATTACKS AN INDIVIDUAL
(melee combat)
In melee combat, two or three characters can
declare that they want to attack a single character
simultaneously. An attack of a group does not
equal cooperation described under the
Cooperation priority.
A character who keeps close to his allies cannot be
attacked in this way. A group can only attack
individuals separated from the others.
All fighting make a Confrontation test, and the
defender makes a single test with a Difficulty equal
to the number of characters in the attacking group.
The defender might wound all of his attackers if
he achieves a result better than all of them. The
number of own raises is compared to the
attackers results. As a result of such an attack, an
individual can be dealt 1-3 different Wounds in a
single turn. A robotic character can therefore
choose hit locations randomly and write in the Loss
Table several times in a turn.
We suggest that the Narrator note all damage first
and only after resolving a group attack write it in
the Technology Sheet, if the victim is a robot.
A groups attack on an individual makes it
impossible for the victim to choose Offensive or
Dodging priorities in the current turn and in the
next one. He cannot use Parkour while defending,
either. He can still use the Defensive bonus,
though.
The Narrator should describe a groups attack on
an individual as encirclement of a kind, cutting off
the escape route, trying to break the victims
psyche. Groups of three are lethal mostly because
they make retreat impossible and for a single
throw of the defender there are three throws of
the attackers.
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Per game rules, swarms of minibots and
Hyperbeings cannot form groups.
THROWING ITEMS
Various items made for throwing them at enemies
can be lethally dangerous whether they are
drilling knives, battery short-circuit blades or
cutting discs.
The attacker makes a Throwing test and the
potential victim a Parkour test reflecting dodging
or a Conspiracy test, reflecting hiding out of the
opponents sight. Damage is counted by adding
raises and Weapon Strength; then it is modified by
the Armor of the attacked. Only the attacked can
be wounded.
GRENADES AND EXPLOSIVES
In the case of throwing a grenade, the thrower
makes a Throwing test, and a potential victim
makes a Parkour test or a Spot test, if theres
a chance he might notice the object and hide in
time. In this exceptional case, the attacker raises
are ignored, since the results are determined based
on assessed damage.
ATTACKING A SWARM OF MINIBOTS
A swarm of minibots is a cohesive group of small
machines. The minibots are not nanobots; a single
one is around 7 cm long.
Swarms are not dealt standard damage nor
Wounds. Damage equals Spreading. Even if the
swarm is not completely destroyed, a strongly
spread group stop working according to the
algorithm or a will of a Hyperbeing or a remote
controller.
A swarms Armor changes depending on the
attack form:
Melee attack - Armor 4/3
A single shot - Armor 4/3
A short series - Armor 3/2
A series of 10, 20 bullets - Armor 2/1
A series of 30+ bullets - Armor 1/0
Spread-type weapons (flamethrowers, shotguns,
etc.) or explosives Armor 0/0
The number of damage absorbed has a direct
connection to the Spreading points applied to the
swarm.
When the Spreading Limit given in the description
of a swarm is exceeded, the minibots stop being
a danger. The Narrator describes their fleeing,
thinning out or extermination as situation
demands. When the Limit is exceeded, the swarm
is defeated/destroyed/incapable of fighting.
Swarms deal normal damage causing Wounds,
Damages or Shock.
Minibots cannot be attacked using special
offensive programs.
EXTREME COMBAT SCENES
Rounds and Plot Stakes
Generally, the combat lasts as normal, until
someone is defeated. Such situations usually
happen in computer games and movies. In reality,
soldiers value their life and they are inclined to
yield, if they feel their chances of success are nil.
To increase the suspense and the realism, the
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Narrator can use an Extreme Combat Scenes
formula a limit of Rounds is set and a Plot Stake
is described. If the Players do not have a clear
advantage over their opponents after the given
number of turns, it is assumed they lost. The
combat can continue or it can be ended by the
Narrator by placing the Heroes in a poor situation.
In addition, the Stakes are lost.
The Plot Stakes may but do not have to be directly
connected to the combat. For example, defeating
the opponents and preventing the killing of the
hostages will give tangible advantages in form of
Access, money and a debt of gratitude. It is the
easiest solution; Plot Stakes can, however, greatly
exceed the mere combat. For example, the
Narrator might say the Plot Stake is finding a room
in which biostimulants and medicines are kept. If
the Players lose, the room will be plundered. If they
win, they will find everything they need to heal and
strengthen their Heroes.
In the case of a success, the Narrator must reward
the Players in the way described and in the scope
sketchily suggested, in a favorable time. When
starting Extreme Combat Scenes the Narrator can
but does not have to choose an expected moment
of granting the Stakes. He does not have to keep
his word if the Players act contrary and make it very
hard to include the in the plot.
Depending on the Difficulty Level and the
challenge the enemies are, the Narrator decides
that an Extreme Combat Scene lasts for 3, 6, 9 or
12 rounds.
If the Players see they have nearly succeeded but
they think theyll run out of time, they can buy
more Rounds for Success Experience Points a
single additional Round is 400 Points. They can do
it in any moment they want, even in the last round.

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