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Post by Vault Boy on Jun 15, 2012 18:11:58 GMT -5
In This Game, everything you do is tested by making an Attribute Check, or a Skill Check against your Skill Value.
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Post by Vault Boy on Jun 15, 2012 21:20:12 GMT -5
HOW SKILL CHECKS WORK:
Using a modified version of the Warhammer 40K PNP Ruleset, checks work like this:
Every check has a starting Value of 30.(So as to let people occasionally get lucky)
You add 1/2 of your Skill Rank for Weapon Skills, all of it for others, to said number, as well as any bonuses, to get your Skill Value.
I will then roll 2D10; The First for the tens place, and the second for the ones place.
The Aim is to Roll so that the number you come out with Roll is UNDER your Calculated Skill Value.
Here's an Example:
Stolkholm is using a scoped(+10) Weapon with a guns skill of 40(+20)
He must roll under 60(30+10+20).
He rolls a 47, and thus hits.
To Recap:
Skill Value For Weapon Rolls = 30 + 1/2 Skill Rank + Bonuses
Skill Value For All Other Rolls = 30 + Skill + Bonuses
****NOTES OF INTEREST****
-This is how it works for ALL SKILL CHECKS. There are no caveats.
-Remember, You only use 1/2 Your Rank when Rolling WEAPON BASED CHECKS. Everything else uses 100% of that Skill.
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Post by Vault Boy on Jun 15, 2012 21:25:18 GMT -5
HOW ATTRIBUTE CHECKS WORK:
Simply Put, you either succeed or you do not.
There is no Roll.
EXAMPLE:
A locker has fallen over in front of a door, and Stolkholm wants to try and move it.
His Strength of 5 Is enough, so he succeeds.
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Post by Vault Boy on Jun 15, 2012 21:50:09 GMT -5
DIFFICULTY MODIFIERS:
While with bonuses, it is very possible to have a Skill Value over 100, this does not mean you will always auto matically succeed.
Likewise, even if Tagged and with said bonuses, in the beginning, your Skill Value isn't all that high.
This is where Difficulty Modifiers come in.
Depending on the task and other Variable, the check will either be Easier(+Mod) or more Difficult(-Mod).
Here is the Difficulty Mod Value Table, as well as Examples:
REMEDIAL: +30 - (Unarmed) Step on a bug that is unable to move due to having it's legs pulled off.
VERY EASY: +20 - (Sneak) Get past a passed out guard undetected.
EASY: +10 - (Science) Hack a computer with the password, "Password."
AVERAGE: 0 - (Survival) Search for salvage in an abandoned house, under no pressure.
HARD: -10 - (Explosives) Throw a grenade into a high up window to kill a sniper.
VERY HARD: -20 - (Lock Picking) Rush to unlock a door as your party is under heavy fire from a group of NCR Rangers.
IMPOSSIBLE: -30 - (Guns) Shoot the dick off a fly from 200 yards away.
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Post by Vault Boy on Jun 15, 2012 22:22:41 GMT -5
WEAPON SKILLS AND DICE LEVELS:
The points you've invested into Melee, Unarmed, Explosives, Guns, and Energy Weapons do far more then just increase your Accuracy(Skill Value)
As you raise your weapon skills, you become deadlier and deadlier with that Class of Weapon.
The most basic improvement is a +1 to all Damage Rolls for every 10 points in that Skill, Rounded Up.
Example: Rank 30 = 3 points, Rank 67 = 7 points, etc.
But more importantly, for every 30 point above Rank 10,(Ranks 40, 70, and 100) Your Dice level improves with all weapons in that class.
A Dice Level is how large/How Many Dice are used when rolling for damage.
EXAMPLE: A 9mm Pistol has a Base Dice Level of 1D4. This will increase to 1D6 at Rank 40, 1D8 at Rank 70, and 2D4 at Rank 100.
The guns will stay the same, but in your hand, even the weakest weapons will go from harmless to deadly.
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Post by Vault Boy on Jun 15, 2012 22:45:21 GMT -5
DEGREES OF SUCCESS AND FAILURE PART 1:
Later on in the game, with exceptionally high Skill Values, you'll start to run into situation where you Succeed By a Long Shot.
The Amount You Succeed By, In 10's, Are Your Degrees Of Success.
In Noncombat Situations, The Higher Your Degree, The Better The Outcome.
Here's An Example:
Stolkholm is trying to get a deal on a shiney new pistol.
With a Skill Value of 60, he rolls a 36, Earning 2 Degrees Of Success.
Not only does Stolkholm convince the trader to lower his price, but also to throw in a Repair Kit and an Extra Clip.
It works in the opposite Direction As Well.
Every 10 Points You Fail A Noncombat Check By Are Your Degrees Of Failure.
Example:
Stolkholm Attempts to hack a computer to open a Weapons Cache in an old abandoned Military Base.
With a Skill Value Of 20, he rolls and gets a 64, Earning 4 Degrees Of Failure.
Not only is he locked out of the system, but an Alarm stars to blare loudly and an artificial voice yells over the intercom, "WARNING! SECURITY BREACH ON FLOOR 2, ROOM 7B! ACTIVATING COUNTER MEASURES!"
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Post by Vault Boy on Jun 15, 2012 23:48:13 GMT -5
DEGREES OF SUCCESS AND FAILURE PART 2: DEGREE HARDER
While Part 1 covered Noncombat Degrees of S/F, part two will focus exclusively on Combat.
Degrees of Success do not have any effect on combat except in Two Cases: When Using A Weapon With A Certain Ability, Or To Handle Critical Hits.
There are 3 main Weapon abilities that are influenced by DoS:
Burst Fire X: +10 to Attack Roll, and do an extra hit of Damage for every 2 Degrees of Success, up to a maximum of X hits.
Full Auto X: +40 to Attack Roll, and do an extra hit of Damage for every 2 Degrees of Success, up to a maximum of X hits.
Shotgun: +20 to Attack Roll, and do an extra hit of Damage for every 1 Degree of Success, with 1 hit automatically
Example:
Stolkholm, firing a Shotgun with a SV of 80, rolls a 43, earning 3 DoS, thus hitting with 5 pellets (1 Automatically, one for hitting, and 3 for each DoS.
(Critical Hits will be covered in the Next Section.)
As with Noncombat Checks, Combat Checks have Degrees of failure as well.
Combat Degrees Of Failure Will Usually End In Weapon Jams, Misfires, Drops, and, In Rare Cases, Destruction.
All Degrees of Failure Result in Damage to the Weapon's Durability.
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Post by Vault Boy on Jun 16, 2012 0:04:53 GMT -5
DEGREES Of SUCCESS AND FAILURE WITH A VENGENCE:
Every once in a while, Fortune will favor or curse you in a Spectacular Fashion.
These instances are called Epic Successes and Failures, and occur when rolling the Lowest(11) and Highest(99) possible numbers respectively.
Put simply, this is how super crazy awesome shit happens that can change the course of a battle, or even a war.
Examples:
Fighting a group of Raiders, one of whom has a Flamer, Stolkholm fires at one of them and hits him in the head, killing him instantly.
As he dies, his grip tightens on the SMG he was holding, causing his arm to flail wildly in the direction of his comrades.
One of the bullets hits the fuel port on the Flamer, punching a hole and lighting a spark.
That spark ignites the fuel tank, causing an explosion that kills or maims anyone remotely close to the Flamer's Wielder.
/////////////////////////////////////////////////////////////////
Stolkholm, yet again trying to hack a computer in a military base, rolls a 99.
The security protocols are initiated, but this time, all of the doors seal with security gates.
The voice on the intercom belts out a new message:
"ERROooooooOOOooOoOoorrrrrrzzzzzzzzzzzTTT............... BASE COMPROMISED! COMMUNIST INVASION SUCCESSFULL! INITIATING PROTOCOL 66. REPEAT: TACTICAL NUKE WILL DETONATE IN T-MINUS 29 MINUTES AND 56 SECONDS! 54!.......53!....... ."
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Post by Vault Boy on Jun 16, 2012 1:18:49 GMT -5
LIVE FREE OR DEGREE:
Below is the table for DoS/F:
1 Degree:
Success: Gain a Tiny Bonus in addition to success.
EX:(Survival)Scavange a bag of bottle caps hidden under a bed in addition to food.
Noncombat Failure: Simple failure.
EX: (Lockpicking) You don't unlock the door, but can try again
Combat Failure: Simple Jam, fixes itself -1 Durability.
2 Degrees:
S: Good Bonus.
EX: (Repair) Manage to repair a Weapon beyond what you thought was possible with your materials.
NCF: Slightly Worse Failure
EX: (Medicine) The wound is not stitched up properly, so you will have to try again later or risk infection.
CF: Jam or Misfire. -3 Dur, takes up turn to unjam or someone is randomly attacked, friend of foe.
3 Degrees:
S: Great Bonus
EX: (Explosives) You manage to disarm a high powered bomb without ruining it, thus allowing you to keep it for yourself. Furthermore, you understand how it works completely, and think you could improve it's payload, as well as construct one of your own in the future.
NCF: Horrible Failure
EX: (Barter) The shop keep is insulted by your offer and demands you leave his store at once, and tells all other traders in town of you, causing a steep mark up with them as well for your whole group.
CF: Bad Jam/Weapon Drop, You have to use this turn, as well as part of the next fixing your gun, -5 Dur / You drop your weapon, leaving you an easy target until you pick it up, using this turn.
4 Degrees and Up:
S: Total Victory
EX: (Speech) You convince the tribe to set you free, and they like you so much, you are showered with gifts and are always welcome as an apology.
NCF: Complete Fuck Up
EX: (Science) Just look at what happened to Stolkholm.
CF: Weapon Part Breaks, it is unable to be used until fixed Outside of combat, -10 Dur.
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