Aberrant Wikia
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== Possible Modifiers ==
 
== Possible Modifiers ==
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{| class="article-table"
Possible Modifiers
 
Aiming: +1 per turn to a +3 maximum
+
|'''Aiming:''' +1 per turn to a +3 maximum
  +
|-
All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
+
|'''All-Out Attack:''' +2 with Brawl or Weaponry attack; lose Defense
Armor Piercing: Ignores amount of target’s armor equal to item’s own rating
 
  +
|-
• Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending
 
 
|'''Armor Piercing:''' Ignores amount of target’s armor equal to item’s own rating
Storyteller approval. A +3 bonus is applied to each attack roll; -1 per roll for each target
 
  +
|-
if there’s more than one
 
Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each
+
|Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending Storyteller approval. A +3 bonus is applied to each attack roll; -1 per roll for each target if there’s more than one
  +
|-
attack roll; -1 per roll for each target if there’s more than one
 
  +
|
Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll
 
  +
|-
Concealment: Barely -1; partially -2; substantially -3; fully, see “Cover”
 
  +
|
Dodge: Double target’s Defense
 
  +
|-
  +
|
  +
|}
  +
*
  +
*
 
* Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; -1 per roll for each target if there’s more than one
 
* Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll
 
* Concealment: Barely -1; partially -2; substantially -3; fully, see “Cover”
 
* Dodge: Double target’s Defense
 
• Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate
 
• Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate
 
Defense
 
Defense
 
• Firing from Concealment: Shooter’s own concealment quality (-1, -2 or -3) reduced by
 
• Firing from Concealment: Shooter’s own concealment quality (-1, -2 or -3) reduced by
one as a penaltyto fire back (so, no modifier, -1 or -2)
+
one as a penaltyto fire back (so, no modifier, -1 or -2)
Offhand Attack: -2 penalty
+
* Offhand Attack: -2 penalty
• Prone Target: -2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within
+
• Prone Target: -2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-combat distance
 
* Range: -2 at medium range, -4 at long range
close-combat distance
 
 
* Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable to autofire)
Range: -2 at medium range, -4 at long range
 
 
* Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5
Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable
 
to autofire)
 
Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5
 
 
• Surprised or Immobilized Target: Defense doesn’t apply
 
• Surprised or Immobilized Target: Defense doesn’t apply
 
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply,
 
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply,

Revision as of 03:53, 12 October 2016

Initiative

  • Everyone rolls Initiative: The result of a die roll + Dexterity + Composure.
  • The character with the highest Initiative performs her action first.
  • You may yield your character’s action until later in the Initiative queue or intro the next turn.
  • Characters with Mega-Dexterity and Mega-Composure always go before other characters.
    • If more than one character has the skills then roll initiative with respective Mega Attribute as modifier.

Attacking

Unarmed Combat

  • Attack Roll = (Strength and Brawls) - Target's (Defense and Armor)

Armed Combat

  • Attack Roll = (Strength, Weaponry, and Weapon) - Target's (Defense and Armor)

Ranged Combat (Thrown)

  • Attack Roll = (Dexterity and Athletics) - Target's (Defense and Armor)

Ranged Combat (Guns and Bows)

  • Attack Roll = (Dexterity and Firearms) - Target's (Armor)

Possible Modifiers

Aiming: +1 per turn to a +3 maximum
All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
Armor Piercing: Ignores amount of target’s armor equal to item’s own rating
Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending Storyteller approval. A +3 bonus is applied to each attack roll; -1 per roll for each target if there’s more than one
  • Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll; -1 per roll for each target if there’s more than one
  • Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll
  • Concealment: Barely -1; partially -2; substantially -3; fully, see “Cover”
  • Dodge: Double target’s Defense

• Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate Defense • Firing from Concealment: Shooter’s own concealment quality (-1, -2 or -3) reduced by one as a penaltyto fire back (so, no modifier, -1 or -2)

  • Offhand Attack: -2 penalty

• Prone Target: -2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-combat distance

  • Range: -2 at medium range, -4 at long range
  • Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable to autofire)
  • Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5

• Surprised or Immobilized Target: Defense doesn’t apply • Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply, Defense does apply • Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, Composure or Defense) in one roll or instance

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