Revision [71]

This is an old revision of Av2HouseRules made by ConradWong on 2010-09-28 22:56:38.

 

AvatarsCampaign > AvatarsGameRules > Av2HouseRules

Combat Rule Changes


This campaign uses the 'Pulp Rules' described in '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.

Bennies


Heroes begin with 3 bennies - 4 with Luck, or 5 with Great Luck. This is replenished at the beginning of each game session if they are below this amount.

At the beginning of any combat or chase scene, each hero receives a benny, up to their starting limit. This allows heroes to spend at least one benny in each combat.

Heroes may still receive bennies for exceptional role-play, above and beyond their starting limit, but while over the limit they will not get any more from normal means or for Complications they encounter in the game.

Excess bennies at the end of game sessions are not converted to experience points, they are just carried over to the next session.

Damage Soaking


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.

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.

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


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.

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.

Contacts


A Contact is someone the player's character happens to know, relevant to the character's background, who may be able to offer some small resources or information. Contacts are not as powerful as those found via the Connections Edge; while a few spare magazines, a first aid kit, or some clues may be available, they won't be able to offer an army of Extras or solve the mystery for the players.

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.

For example, if the players are trying to track down the rogue AI, Tracy might recall a police officer she'd met once, a Randall Cranston, and suggest they call on him. While he might be busy with a full case load, he might be able to locate the stolen truck and give them the address of a warehouse where, possibly, the AI might have abandoned the truck.
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