Rules of Play
Taking Actions
Throughout the game each player declares to the GM, one at a time, the actions his or her character is performing each turn.
A turn varies in length. There is no set amount of time for a turn; a turn can be a month, a day, an hour or a few seconds. The GM during play determines the length of a turn, except during combat (see Combat).
What Can I Do?
The GM can allow characters to perform any action that the GM thinks is reasonable, as long as the story continues.
What Is An Action?
An action can be something as simple as opening a door, talking to another character, or even waiting for something to happen. Actions can also be more complex, such as firing a gun at something (or someone), trying to solve a puzzle or riddle, or performing calculations on a computer.
If a character performs or attempts a complex action, the player may be required to make a skill roll. The GMs job is to decide when a player needs to make a skill roll for something the character is trying to do (see Using Skills).
Limitations on Taking Actions
One Action Per Turn
Characters may perform one action per turn without penalty while walking or standing still. Characters who are running may perform one other action in the same turn at a -3 penalty. Characters who are sprinting may perform one other action at -6.
Jim is playing Private Stewart, a soldier in a World War II action game. Private Stewart is walking across a field when he comes under enemy fire. For his characters next action, Jim tells the GM that Private Stewart is going to run for cover while firing a few shots in the direction of the enemy. Because Private Stewart is running, but not sprinting, Private Stewart can perform both actions in the same turn, but has a -3 penalty on his shot.
Private Stewart cant make it to cover in one turn so on the next turn Jim decides to have his character sprint rather than run. Because Private Stewart is sprinting this time, he can perform an action that requires a skill roll in the same turn but at a -6 penalty, so the GM tells Jim that his character can sprint and fire blindly while sprinting (i.e., with no skill roll allowed) or he can sprint and make an attack roll at -6 in the same turn.
No Impossible Actions
A character cannot perform an action that is physically impossible given the circumstances.
A character swimming in a river cannot suddenly appear in the middle of a desert. The character could get to the desert eventually, but its impossible to do so in one turn. Likewise, a sword smith cannot forge a sword in a single turn; it is simply impossible to heat the steel, hammer and shape it, and so on, in a single turn.
Common sense and fair play should be the guides for the GM in deciding whether a task is physically impossible. For instance, in some game settings, the use of magic or high technology will allow characters to do things that would be impossible to do in the real world.
Declaring Actions
When declaring their characters actions, the players can simply describe what their characters say and do (called narrative style) or they may talk in character, talking the way they think their characters would (called, appropriately, in character style). Either way is fine. Most players of role-playing games use a combination of styles.
Heres an example of narrative style.
Player: My character tells the guy hes starting to annoy my character.
Heres an example of in character style.
Player (in his characters voice): Youre starting to annoy me.
Heres an example of using a combination of the two styles.
Player: My character stands up. (Then, in his characters voice) Youre starting to annoy me.
See? Theres nothing to it.
Players who make especially good tries at role-playing and characterization should receive bonuses of +1 to +3 (added to the characters dice roll). GMs can also award Action Points to players for especially good play (see Gaining Action Points).
Available Actions
The following is a list of actions available to characters. This list is not exhaustive. There may be moments in your game when the players want to do something that is not specifically covered by the actions presented here. In these cases, GMs are encouraged to make up additional actions for use in their game.
Indeed, if some rule or modifier strikes you as inappropriate or just plain wrong, then go ahead and change it for your game. This game is designed to be fun, so if you feel that any rule is getting in the way of you having fun, toss it out!
Defensive Actions
Defensive actions are those designed to protect a character from injury and harm. If a player has a held action, he may abort the held action in order to declare and use a defensive action (see Wait, below).
Characters may abort to a defensive action at any time during a turn, even if it means acting before their INI would indicate. If a character is attacked (or if a player otherwise feels her character is in danger), the player may declare that their character is aborting their normal action that turn in order to perform a defensive action. This is particularly useful if a character is ambushed or attacked unexpectedly.
Pat is playing in a modern military game and his character is getting ready to fire his weapon at a bad guy. Before Pats turn comes around, however, the GM tells him that a grenade lands at his characters feet! Pat tells the GM that his character aborts his action that turn and instead dives for cover.
Block Melee Attack
Block can be used to thwart an attack. The character must have something sufficiently durable with which to deflect the incoming the attack. A plastic fork, for example, cannot block a sword blow. Edged weapons may not be blocked using the Unarmed Combat (Brawling) skill, though they may be blocked using other styles, such as Karate or Aikido, at the GMs option.
To Block a HTH or melee attack, the character must make a successful skill roll, using his REF + appropriate combat skill +1. If the effect number of the Block roll is equal to or greater than the effect number of the attackers skill roll, the attack has been blocked and the blocking character gains a +4 to his INI against his attacker on the next turn. This INI bonus does not apply to actions against characters other than the attacker whose attack was blocked.
Characters who are blocking a melee attack receive a bonus of +2 to their DEF against melee attacks, but no bonus against ranged attacks. This bonus lasts until their next action.
Dodge
With this action, the character can avoid damage from a blow or other attack. The character must have an action available to use in the turn he is being attacked. No skill roll is required.
When a character is dodging, the character receives a bonus of +3 to his DEF. This bonus lasts until his next action. The character may also move up to one half his MOV in meters.
The player must declare he is dodging before the attack roll is made against the character. A character may use a held action to perform a Dodge.
Roll With the Blow
With this action, a character that has been struck by a melee or hand-to-hand attack can Roll With the Blow to avoid some of the damage. The character must have an action available to use in the same turn he was attacked. The character makes a skill roll using REF + (Unarmed Combat or Acrobatics skill). If the effect number for the skill roll exceeds the attack roll, the character suffers only half of the damage rolled, before subtracting his TGH.
Characters who are rolling with the blow receive a bonus of +2 to their DEF. This bonus lasts until their next action.
A player may declare this action after the attack roll is made but it must be declared before the damage is rolled for the attack. A character may abort a held action to roll with the blow.
Movement Actions
Crawl
With this action, the character may crawl along the ground or any surface he could normally walk on. The character moves a distance of up to one half his MOV (rounding up) in meters each turn spent crawling.
Crawling characters are treating as if they are prone and do not add their REF to their DEF while crawling.
Climb
With this action, the character may climb a distance of up to one half his MOV (rounding up) in meters each turn. Some surfaces may require the character to make a Climbing roll, at the GMs discretion (see Climbing).
Dive
With this action, the character can attempt to leap out of harms way, avoiding the effects of an explosion, a hail of gunfire, or simply dive across some distance, such as an open pit. The player declares the spot (i.e., the target hex) where he wants to land and makes a STR + Leaping roll. The base TN for the roll is equal to 10, plus 2 for every meter of distance.
If the roll is successful, the character clears the distance and lands safely. If diving to avoid an area attack, a successful roll means the character avoids the attack altogether. A failed roll means the character was caught in the area of effect in mid leap, suffering normal damage or effect of the attack.
A character may dive up to one half his STR score in meters. Characters receive a bonus of +3 to their DEF while diving. This bonus lasts until their next action.
Roll
With this action, the character may roll over an object, along the ground, or on any surface he could normally walk on. The character moves a distance up to ½ his MOV in meters each turn. Difficult obstacles may require a REF attribute roll or Acrobatics roll to successfully pass over, at the GMs discretion.
Characters receive a bonus of +2 to their DEF while rolling. This bonus lasts until their next action.
Run
With this action, the character can jog or run across the ground or any surface he could normally walk on. The character moves a distance up to 2x his MOV in meters and may take one additional non-movement action at -3.
Characters receive a bonus to their DEF based on their total MOV velocity (see Combat Modifiers).
Sprint
With this action, the character can sprint across the ground or any surface he could normally walk on. The character moves a distance up to 4x his MOV in meters and may perform one other non-Movement action at -6.
Characters do not receive their REF bonus to their DEF while sprinting. This restriction lasts until their next action. Sprinting characters still receive a bonus to their DEF based on their total MOV velocity, however (see Combat Modifiers).
Walk
With this action, the character can walk across the ground or any surface he could normally walk on. The character moves a distance up to his MOV in meters and may take one additional action at no penalty.
Walking characters may receive a bonus to their DEF based on their speed (see Combat Modifiers).
Offensive Actions
Aim
When firing a missile weapon (such as a bow, crossbow, firearm, and so on) at more than short range, the skill roll becomes more difficult. By taking time to aim, characters can offset some or all of these range penalties. For each full turn spent aiming a weapon (and nothing else), the character receives a bonus of +2 to his skill roll. The maximum bonus is +6.
While aiming, the character must remain focused and his DEF for any attack rolls against him do not receive the benefit of his REF. Any attempt to react to an attack (i.e., to gain the REF bonus to his DEF) or to perform any other action ruins his aim and any bonus gained for it. The character must spend another turn aiming for any benefit, essentially starting from scratch.
Sean is playing in a Marine sniper in a modern covert ops game, Sergeant Mace Silverhawk. Maces target is 400 meters away, imposing a -12 penalty, requiring Sean to make a Rifles skill roll with an effective TN of 22. Sean decides that Mace, who is hidden, is going to spend two turns aiming, reducing the effective TN from 22 to 18. Mace squeezes the trigger and Sean rolls the dice
Bind Weapon
With this action, the character uses a melee weapon to bind or pin an opponents weapon. With a successful combat skill roll at -1 (using Unarmed Combat or applicable weapon skill), the opponents weapons are rendered immobile (e.g., the opponents weapon arm is held, the two characters weapons are locked together, etc.) and neither character can strike the other or otherwise use the pinned weapon.
To break out of a bind, a character must win a contested STR roll. Both characters roll STR + applicable combat skill + 3d6. The character with the higher total may either Shove his opponent, breaking the bind, or maintain the bind, at the winners option.
Disarm
With this action, the character can disarm an opponent, causing him to drop a weapon, such as a sword or gun. The character must make a contested attack roll at -2. If the effect number of the disarm roll exceeds the effect number of the defenders roll, the opponent drops the weapon and is disarmed. Alternatively, the character may attempt a take-away, with a successful Disarm indicating that the character has taken the opponents weapon away and now has it in his possession and may be used against the opponent!
Characters attempting a Disarm receive a +1 bonus to their DEF. This bonus lasts until their next action.
Drag
A character that has successfully grabbed an opponent may drag or pull him. The maximum distance in meters that a resisting opponent can be dragged each turn is equal to the dragging characters STR + 1 minus the opponents STR, up to a maximum distance equal to the draggers MOV.
Jim has a STR 5 and Bob has STR 3. Jim has grabbed Bob and tries to forcefully pull him through a doorway, but Bob is resisting. Jim can drag Bob (5 -3 -1 = 1) meter for each action spent dragging him.
The distance a character can drag an unresisting object (such as an unconscious person) is equal to the draggers STR +1 minus the STR required to pull the person or object, in meters, up to a maximum distance equal to the draggers MOV.
A firefighter is trying to drag an unconscious victim out of a burning building. The victim weighs 100 kilograms and requires a STR of 3 to drag. The firefighter has a MOV of 8 and a STR of 4, so the firefighter can drag the unconscious victim (4+1-3) = 2 meters per turn. The farthest the firefighter could possibly drag an item each turn is 8 meters.
Drop
A character that has successfully Grabbed or Restrained an opponent may drop with him to the ground. Both character and opponent will fall to the ground in a pile. Each character suffers 2d6 damage from the fall, and the opponent remains Grabbed or Restrained.
Grab
With this action, the character uses one or both hands to grab hold of the opponent. The grabbing character specifies an item (such as an article of clothing, a belt, etc.) or one limb that he will grab. The player rolls for the attack, using the Unarmed Combat skill, at -2. In addition, the grabbing character suffers a -2 DEF penalty.
If successful, the opponent is grabbed, and skill rolls for all actions attempted by the grabbed character are at -3. Once a character has an opponent grabbed, he may perform one of the following maneuvers: Drag, Drop, Restrain or Throw.
To break free from a Grab, the defender must overcome the grabbers strength with his own by making a contested STR + Unarmed Combat skill roll. If the grabbers total is higher than the defenders, then the defender remains grabbed.
Restrain
A character that has successfully grabbed an opponent may restrain him by expanding his Grab to restrain two limbs (either both arms or both legs). To successfully restrain an opponent, the character must succeed at a contested REF + Unarmed Combat skill roll against the opponents REF + Unarmed Combat skill at -2. If the offensive characters total is higher than the defenders, the opponent is fully restrained and cannot use the restrained limbs, and any other actions attempted by the grabbed character are at -5. Once a character has an opponent restrained, he may only perform a Drag, Drop, or Throw, or he may release the opponent.
To break free from being restrained, the defender must overcome the restraining characters strength with his own by making a contested STR + Unarmed Combat skill roll. If the restraining characters total is higher than the defenders, then the defender remains restrained.
Take-away
This action is similar to the Disarm action, except that with this action, the character attempts to maintain possession of the weapon that he is taking out of his opponents hands. The character must make a contested attack roll at -3. If the effect number of the disarm roll exceeds the effect number of the defenders roll, the character has taken the opponents weapon away and now has it in his possession. The weapon may be used against his opponent on the next turn.
Characters attempting a Take-away receive a +1 bonus to their DEF. This bonus lasts until their next action.
Throw
A character that has successfully Grabbed or Restrained an opponent may throw him to the ground. The opponent falls to the ground and suffers B/S damage equal to the throwers STR in dice. The opponent may reduce the damage suffered from the Throw by making a successful Acrobatics roll (see Acrobatics).
Unarmed Strike
With this action, the character can strike an opponent with a fist, elbow, kick, etc., to inflict damage. The character makes an attack roll using his REF + Unarmed Combat + 3d6. A successful attack inflicts B/S damage for the attackers STR, as shown on the STR Table. For determining damage for a kick, treat the attackers STR as +1.
Weapon Strike
With this action, the character attacks an opponent or object with a readied weapon. The character makes an attack roll using his REF + (appropriate weapon skill) + 3d6. If successful, the attack inflicts damage as per the weapon listing (see Weapons.)
Special Actions
Fast Draw
Fast draw is taken in conjunction with a weapon attack, such as drawing and firing a gun or unsheathing and throwing a knife. When performing a fast draw, the character receives a +2 INI bonus for that attack on that turn but the attack roll is at -3. The penalty lasts only for one turn.
Load Weapon
The character is spending the turn reloading a weapon. Reloading a weapon may take multiple turns to accomplish. As a rule of thumb, sling weapons and bows require 1 turn to reload, crossbows require 2 turns, and black powder weapons require 10 turns. Modern firearms may be reloaded at a rate of 1 loose round or one magazine (or clip or cylinder/speed-loader) per turn.
Mount/Dismount
The character is able to mount or dismount a steed (usually a horse, but may be any creature used for such a purpose, depending on the campaign) or vehicle. This action does not require a skill roll except in extreme circumstances (e.g., when the beast is running or the vehicle moving).
Characters who are mounting or dismounting do not receive their REF bonus to DEF. This penalty lasts until their next action.
Wait
With this action, the character is waiting to act. The player may either declare a specific intended action and a circumstance that will trigger the action (e.g., My character is holding his action and will shoot the first person who walks through that door,) or simply declare that his character is waiting and will act later.
If the player declares a specific condition and a specific action, the character automatically acts first if the condition occurs.
If the player is simply waiting to act later in the turn but with no specific intent (as yet), the character can take an action at any point in the same turn. If a character does not use his held action by the end of the turn, the held action is lost and the character must wait to act until the next turn.
Characters who are waiting are still alert and able to defend themselves, and receives a REF bonus to their DEF, as well as any other applicable DEF modifiers (GMs discretion).
A character may always abort (that is, give up) a held action in order to use a defensive action.