Revision history for Av2HouseRules


Revision [128]

Last edited on 2010-09-30 12:11:08 by ConradWong
Additions:
====Hard to Kill====
You automatically have the Hard to Kill Edge. You do not add a wound penalty when rolling Vigor to avoid being Incapacitated.
In addition, if you fail your Vigor roll, you do not begin Bleeding Out. Instead, roll 2d4. This is how many rounds you must remain unconscious before you can start making Vigor rolls to try to recover from Incapacitation.
Deletions:
====No Bleeding====
If you're incapacitated, roll on the injury table as normal, but you do not bleed to death. (no Vigor rolls needed to prevent this) All injuries are temporary until fully healed.


Revision [92]

Edited on 2010-09-29 17:01:07 by ConradWong
Additions:
====No Bleeding====
Deletions:
====Hard to Kill====


Revision [91]

Edited on 2010-09-29 17:00:10 by ConradWong
Additions:
If and only if an attack would instantly incapacitate you, you may opt to spend a benny to Evade. Roll Agility against a target number of 4; if successful, you manage to jump to safety and take no damage, but unless you get a Raise, you will be Shaken. You may spend an additional Benny to recover from being Shaken.
If you're incapacitated, roll on the injury table as normal, but you do not bleed to death. (no Vigor rolls needed to prevent this) All injuries are temporary until fully healed.
If you have someone with Medicine and adequate tools and supplies, you may have your healer make one Medicine roll per person to recover one or more wounds.
Deletions:
If and only if an attack would instantly incapacitate you, you may opt to spend a benny to Evade. Roll Agility against a target number of 4; if successful, you manage to jump to safety and take no damage, but are Shaken afterward. You may spend an additional Benny to recover from being Shaken.
If you're incapacitated, roll on the injury table as normal, but you do not bleed to death. (no Vigor rolls needed to prevent this) You may make Vigor rolls to attempt to wake up from being unconscious at -3, but even if you succeed, you will be Shaken.
If you have someone with Medicine and adequate tools and supplies, everyone may recover one wound. Injuries persist until the player is fully healed.


Revision [88]

Edited on 2010-09-29 14:11:19 by ConradWong
Additions:
If and only if an attack would instantly incapacitate you, you may opt to spend a benny to Evade. Roll Agility against a target number of 4; if successful, you manage to jump to safety and take no damage, but are Shaken afterward. You may spend an additional Benny to recover from being Shaken.
====Hard to Kill====
If you're incapacitated, roll on the injury table as normal, but you do not bleed to death. (no Vigor rolls needed to prevent this) You may make Vigor rolls to attempt to wake up from being unconscious at -3, but even if you succeed, you will be Shaken.
Recovery time is when the heroes are out of combat and have a chance to catch their breath, visit a base of operation or a vehicle where they may reasonably have stashed spare clips or supplies. Everyone can replenish spent ammunition and recharge power sources for free at these times.
Each Wild Card hero recovers one fatigue level automatically when they have time to catch their breath. Unconscious heroes will wake up and be at -3 from wounds.
If you have someone with Medicine and adequate tools and supplies, everyone may recover one wound. Injuries persist until the player is fully healed.
Deletions:
After an enemy hits and rolls damage, you may opt to spend a benny on Evasion. Roll Agility against a target number of 4; if you are successful, this reduces the damage by half or by 4, whichever is greater. You can then spend another benny on Vigor to reduce the damage taken. In either case if you prevent wounds from being done, you also avoid being Shaken.
As a reminder, if you are Shaken, you can spend a benny at any time to recover immediately rather than rolling against spirit to recover each round.
Recovery time is when the heroes are out of combat and have a chance to catch their breath, visit a base of operation or a vehicle where they may reasonably have stashed spare clips or supplies. Heroes can replenish spent ammunition and recharge power sources for free at these times.
Each Wild Card hero recovers one wound and one fatigue level automatically when they have time to catch their breath. This includes unconscious heroes, who will wake up with two wounds.
Injuries are not normally lasting; heroes only suffer the effect of injuries until the corresponding wounds are healed, as compared to a long recovery time. However cybernetic augmentation still incurs adjustment time to the new implants, if performed during the campaign.


Revision [87]

Edited on 2010-09-29 12:18:25 by ConradWong
Additions:
After an enemy hits and rolls damage, you may opt to spend a benny on Evasion. Roll Agility against a target number of 4; if you are successful, this reduces the damage by half or by 4, whichever is greater. You can then spend another benny on Vigor to reduce the damage taken. In either case if you prevent wounds from being done, you also avoid being Shaken.
Deletions:
After an enemy hits and rolls damage, you may opt to spend a benny on Evasion. This halves the damage done; if this reduces the damage below one wound, then you may wind up being only Shaken. You can then spend another benny on Vigor to reduce the wounds; if your roll successfully prevents any wounds from being done then you can avoid being Shaken as well.


Revision [86]

Edited on 2010-09-29 11:23:10 by ConradWong
Additions:
While you can use a benny to make a Vigor roll to soak attacks that would inflict a wound or two, sometimes it's a better defense not to be there in the first place, especially if you are under fire from heavy weapons.
After an enemy hits and rolls damage, you may opt to spend a benny on Evasion. This halves the damage done; if this reduces the damage below one wound, then you may wind up being only Shaken. You can then spend another benny on Vigor to reduce the wounds; if your roll successfully prevents any wounds from being done then you can avoid being Shaken as well.
As a reminder, if you are Shaken, you can spend a benny at any time to recover immediately rather than rolling against spirit to recover each round.
Deletions:
While you can use a benny to make a Vigor roll to soak attacks that would inflict a wound or two, sometimes it's a better defense not to be there in the first place.
After an enemy hits and rolls damage, you may opt to spend a benny on Evasion. This halves the damage done. You can then spend another benny on Vigor to reduce the wounds; if your roll successfully prevents any wounds from being done then you can avoid being Shaken as well.


Revision [85]

Edited on 2010-09-29 11:20:53 by ConradWong
Additions:
====Evasion====
While you can use a benny to make a Vigor roll to soak attacks that would inflict a wound or two, sometimes it's a better defense not to be there in the first place.
After an enemy hits and rolls damage, you may opt to spend a benny on Evasion. This halves the damage done. You can then spend another benny on Vigor to reduce the wounds; if your roll successfully prevents any wounds from being done then you can avoid being Shaken as well.
====Recovery Time====
Recovery time is when the heroes are out of combat and have a chance to catch their breath, visit a base of operation or a vehicle where they may reasonably have stashed spare clips or supplies. Heroes can replenish spent ammunition and recharge power sources for free at these times.
Deletions:
====Damage Soaking====
//TODO(Greywolf) - damage evasion rules//
====Ammo and Power====
At the end of each scene, heroes can replenish spent ammunition and recharge power sources as long as they could plausibly have returned to a base of operation or a hero-owned vehicle where they could have stored spare clips.


Revision [84]

Edited on 2010-09-29 10:47:21 by ConradWong
Additions:
Players may invent one Contact per player per Adventure, and no more than one Contact may be introduced each Act - that is, even if all the players have ideas for Contacts who may be able to help for a given Adventure, only one will be available in a given game session, to prevent the game from dragging on too long as players check everywhere they might be able to find help.
Deletions:
====Recurring Villains====
Certain villains will be very difficult to kill or capture. They will have the Harder to Kill Edge with 100% chance of survival; in addition, by spending a benny, they may attempt a Lucky Escape, provided their means of escape is within their Pace + running die; for instance, a rogue AI which has taken possession of an experimental robot might be able to scuttle it into a nearby truck, hack its security locks, and roar off with it before the heroes have the chance to react. The Lucky Escape cannot be interrupted by heroes holding their actions.
For this campaign however, each villain is limited to one Lucky Escape.
====Complications====
Sometimes it's required for the plot that something goes wrong. If this happens, the GM will state that a Complication has arisen beyond the players' control to stop, rather than allowing them to make die rolls, and each player will be given a benny up to their starting limit.
Players may invent one Contact per character per Adventure, and no more than one Contact may be introduced each Act - that is, even if all the players have ideas for Contacts who may be able to help for a given Adventure, only one will be available, the others will be away for the time being.


Revision [83]

Edited on 2010-09-29 10:42:05 by ConradWong
Additions:
This campaign uses 'Movie Rules' similar to the 'Pulp Rules' described in [[http://tripleacegames.com/Downloads/DaringTalesSprawl/TAG31044R1_1.pdf 'Daring Tales of the Sprawl']]. For the purposes of the online campaign, an Adventure is defined as a story arc, beginning with a specific plot such as a rogue AI seeking to escape confinement, and ending when the plot is resolved.
//TODO(Greywolf) - damage evasion rules//
Each Wild Card hero recovers one wound and one fatigue level automatically when they have time to catch their breath. This includes unconscious heroes, who will wake up with two wounds.
====Ammo and Power====
At the end of each scene, heroes can replenish spent ammunition and recharge power sources as long as they could plausibly have returned to a base of operation or a hero-owned vehicle where they could have stored spare clips.
Extras do not use exploding dice for their damage rolls, i.e. if they hit the maximum number for a die, they do not reroll it. This means the most damage a soldier with a Submachine Gun (2d6) could do would be 12 points, which would translate into one or two Wounds depending on the hero's Toughness.
Deletions:
This campaign uses the 'Pulp Rules' described in [[http://tripleacegames.com/Downloads/DaringTalesSprawl/TAG31044R1_1.pdf 'Daring Tales of the Sprawl']]. For the purposes of the online campaign, an Adventure is defined as a story arc, beginning with a specific plot such as a rogue AI seeking to escape confinement, and ending when the plot is resolved.
A hero may, as in the normal rules, spend a benny to soak damage from an attack, and if successful in his or her Vigor roll, negates one wound, plus one for each raise, that would have been caused. However, if successful in negating //all damage// from the attack, the hero gets the benny back. A lucky escape - singed hair, or a new hole in his or her jacket, or smoke from the explosion made the damage look worse than it really was.
Each Wild Card hero recovers one wound and one fatigue level automatically at the start of each game session. This includes unconscious heroes, who will wake up with two wounds.
====Ammo====
At the end of each scene, heroes can replenish spent ammunition as long as they could plausibly have returned to a base of operation or a hero-owned vehicle where they could have stored spare clips.
Extras do not use Wild Dice for their damage rolls. This means the most damage a soldier with a Submachine Gun (2d6) could do would be 12 points, which would translate into one or two Wounds depending on the hero's Toughness.


Revision [71]

The oldest known version of this page was created on 2010-09-28 22:56:38 by ConradWong
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