Universe
Rulebook, version 2.0

VII. Character Action

Table of Contents

[26.0] Travel and Record Keeping
[27.0] Creating Encounters
[28.0] Creature and NPC Interaction
[29.0] Action Rounds
[30.0] Hits and Damage

Once the players have generated characters and the GM has created at least one star system (or has studied the star system in Adventure Guide Chapter X), an adventure may be played. The GM must provide some method for the characters to meet and, once gathered, must provide them with a common purpose, enemy, or goal, so that they will be enticed to work together and enter the worlds created by the GM. A group of characters that are setting out together on an adventure are called a party, and this term is used in these rules in reference to all the players' characters.

An adventure usually consists of a series of encounters, or unusual situations that the GM places the characters in. An encounter provides the party with a source of information, mystery, personal gain, amusement, or straightforward combat against creatures or non-player characters. Through the imaginative use of encounters, the GM weaves an ever-expanding story, written with the help of the characters' actions in those encounters. The adventure in Adventure Guide Chapter X serves as an example of how an adventure may be created and played.

[26.0] Travel and Record Keeping

As the adventures the GM has created are played, he will have to keep track of the players' actions and positions at all times. This is done to keep an accurate accounting of time passage and to place and resolve encounters.

The GM will need to keep track on his own map of the characters' progress while travelling and record the passage of time in whatever method he finds most convenient. For this purpose, the GM will need to create maps of various scales as need arises. Often a specific site will have to be mapped out at an extremely small scale to facilitate detailed exploration and interaction.

[26.1] The GM keeps track of the party's location on the World Log, on an Environ Hex Map, or on a map of his own devising showing part of the environ in more detail.

A map or log should always be available for the players to refer to, although it may contain much less information than the GM's version of the map.

When the party is travelling through an environ that is not of particular importance to the adventure, the GM need not provide a hex map; the terrain and contour features are considered the same throughout the environ (except for the shape of any land or liquid masses). Remember, each environ represents a square area 4,000 km to a side.

When the party is travelling through an environ with specific points of interest and varying terrains and contours, the GM provides the players with an Environ Hex Map (created in accordance with 24.8). Each hex on the map represents an area approximately 100 km across. When the party is in a particular hex of the map, the contour and terrain features of that hex are used for all game purposes, instead of the overall features of the environ.

If the GM wishes to provide the players with a map that shows a specific hex or site within a hex in great detail, he may use a blank Environ Hex Map. Often an incident within an adventure will involve a building, campsite, spacestation, cavern, spaceship, or other small-scale location. The map of this location should be drawn at a small enough scale to allow easy transfer to an Action Display should any combat need to be resolved. Buildings and other rectilinear structures may be drawn easier on four squares to the inch graph paper and then transferred to the Action Display.

[26.2] The GM is responsible for keeping time during play.

The passage of game time while the characters are on an adventure is measured in three different scales, depending on the needs of the situation.

Action Rounds. Each Action Round represents about 15 seconds. Often a specific task during a combat situation will take a certain amount of time (a 60-second fuse on a time-bomb, for instance), and the GM must keep track of the number of Action Rounds elapsed to measure time and apply these effects.

Hours. Travel overland or in planetary space will often require keeping track of time in hours. This measurement allows calculating movement as well as air supply, repair time, healing time, and other game functions.

Days. Interplanetary travel, supply expenditure, power availability (robot batteries, for instance) all require keeping track of time in days elapsed.

The GM must inform the players at the beginning of an adventure how much time has elapsed since the resolution of the last one. This does not apply if the preceding adventure was left frozen to be picked up later. Letting the players know this allows them to calculate any expenses they might have incurred, any healing which needed to be done, and whether any equipment or robots they might have ordered are ready. It is recommended the GM allow at least one week (of game time) to pass between adventures for these purposes.

[26.3] The party will usually travel on the surface of a world in a vehicle.

The vast distances and hostile environments on most worlds make long distance travel on foot nearly impossible, especially when scientific or military equipment must be carried. If the party is not provided with a vehicle by their sponsor for an adventure, they should be given the means to purchase, lease, or borrow one by the GM.

The rate at which a vehicle travels is listed on the appropriate vehicle chart, in kilometers per hour. The speed of a ground vehicle is affected by the Terrain Value of the environ it is travelling through (see the Terrain Effects Chart, Table 27.7). Many vehicles are prohibited from entering heavily vegetated and/or mountainous areas. Often while travelling, the party will come to an area they wish to investigate that their vehicle cannot traverse. The vehicle then becomes a base from which the characters venture, exploring and adventuring, returning for supplies.

[26.4] When the party is travelling by foot, they may traverse 50 kilometers in one day's travel under ideal conditions.

One day's travel is roughly equal to 12 hours of marching, interrupted by a short break, followed by 12 hours of relaxation and sleep. If the party wishes to march for a longer period without rest, or wishes to march at a faster rate, the GM may allow this. However, he should penalize the party's subsequent actions. For example, an exhausted party would be much more likely to be unaware of a creature or NPC that they might encounter.

The party's daily movement rate is reduced by the Terrain Value of the environ they are travelling through and the gravity of the world. Refer to the Terrain Effects Chart (Table 27.7) to find the Terrain Value of the environ. Multiply the Terrain Value by the gravity (in G) of the world. Divide the ideal movement rate by this product to determine the party's actual movement rate (rounded to the nearest five kilometers, for ease of play). Thus, a party that is travelling through lightly vegetated mountains on a Size 7 world (1.7 G) may traverse about 15 km in one day.

A character wearing an expedition suit or body armor may be slowed down by its Encumbrance Rating (or he may move faster if in augmented body armor). The suit/armor movement modifiers in 29.2 apply.

(Note: For purposes of calculating daily movement rates, a Size 1 or 2 world is considered to have a gravity of 0.4 G (like that of a Size 3 world). Thus, movement through the same environ on a Size 1, 2 or 3 world is conducted at an identical rate.

[26.5] The number of kilograms of equipment and accoutrements that a character can carry is limited by his Strength Rating.

A character may move unhindered when carrying a number of kilograms equal to or less than his Strength Rating. The movement of such a character is not affected during long treks or during an Action Round.

A character may move, but is hindered, when carrying a number of kilograms equal to or less than 4 × his Strength Rating. The daily movement rate of such a character is divided by two. He may move a maximum of one hex on the Action Display during a single Action Round.

A character may lift, but may not move with, a number of kilograms equal to or less than 10 × his Strength Rating.

All the preceding limits are divided by the gravity (in G) of the world the characters are on. There is no limit per se to the number of kilograms a character in a weightless environment or on a size 1 world may carry. However, the GM should consider the bulk of the items the character wishes to carry; would the character actually be able to hold all those things?

The weight of a character's expedition suit or body armor is considered when determining how much he may carry. Exception: If the character's Body Armor or EVA Skill Level is equal to or greater than the Encumbrance Rating of the suit or armor (see Protective Attire Chart), the weight is not considered. If a character wearing augmented body armor possesses a Body Armor Skill Level that is greater than the Encumbrance Rating of the armor, the difference is added to his Strength Rating when determining how much he can carry.

[26.6] The positions of the characters relative to each other and to any creatures, NPCs, or landmarks they encounter are shown on the Action Display.

Any large Hex grid map may be used as the Action Display; one is not provided with the game (although the spaceship combat maps will suffice if nothing else is available). A sheet with 19mm or 25mm hexes is recommended. The Action Display has a scale of 5 meters per hex.

Any available cardboard counters or miniature figures may be used to represent the characters and other individuals in the adventure. Those pieces representing the characters may be deployed in the hexes of the display at the beginning of the adventure to show their march order; i.e., if the party is on foot, the order in which they will be walking. Each time the party stops to rest or changes their march order, the players alter the relative position of their characters to show their new deployment. When the characters encounter a creature or NPC, the GM places a piece or pieces on the display to show their position in relation to the characters.

If an encounter results in the conduct of an Action Round, the involved characters, creatures, and NPCs are moved through the hexes of the Action Display by the players and the GM according to 28.0 and 29.0.

The GM may show specific features (such as a crater edge, building, or dense patch of vegetation) on the Action Display by placing additional pieces on it or by drawing on it.

[27.0] Creating Encounters

As the characters travel through the GM's worlds, they will encounter creatures, non-player characters, and other interesting or dangerous situations. The Encounter Table provides the GM with a wide source of encounters he may place the characters in, depending on their current location. Results from the table provide the GM with a type of encounter (spaceship, federal, accident, etc.). The specific nature of the encounter is then determined in accordance with this Section and/or Adventure Guide Chapter X.

[27.1] The GM uses the Encounter Table three times per game day (once every eight hours).

Exception: When the characters are travelling in a spaceship, the Encounter Table is used once per day (every 24 hours).

The GM secretly rolls percentile dice and locates the result in the column of the Table corresponding to the current location of the characters. The type of encounter corresponding to the dice result is then carried out. Certain encounters are treated as no encounter if the conditions detailed on the table are fulfilled.

Each creature encounter listed on the table is assigned a Creature Value ranging from 1 to 6, which affects the chance of the encounter occurring in each environ type. If the Creature Value listed with the encounter is equal to or greater than the Creature Value of the environ (see the Terrain Effects Chart, Table 27.7), a creature is encountered. If the encounter result Creature Value is less than the Creature Value of the environ, no encounter occurs. Thus, the lower the Creature Value of an environ, the more chance of a creature encounter in that environ. The Creature Value of a given environ is increased by 1 if the party is travelling faster than 20 km per hour.

The GM may reduce the Creature Value of an environ by assigning the entire world a Danger Level of 1 or 2. The Danger Level of a world is subtracted from the Creature Value in every environ on the world. A world without an assigned Danger Level has a Danger Level of 0.

Example: The party is travelling through a woods/hill environ (Creature Value of 3) in an ATV at a speed of 25 km/hour. The Danger Level of the world is 2; thus, the Creature Value is considered 2 (3 + 1 – 2). If the GM rolls a creature encounter result with a Creature Value of 2 or higher, an encounter will occur.

The Creature Value and Danger Level have no affect on any types of encounters other than creature encounters.

An encounter need not be put into play the moment it is rolled. The GM may wait until an opportune or logical situation arises within a few game hours of the roll. In fact, if the GM makes his use of the Encounter Table too predictable, the players will always be ready for a possible encounter.

[27.2] The Encounter Table is used to determine if the party has an encounter.

See Table 27.2.

[27.2] Encounter Table
  environ human population
encounter   deep
space
planet
space
spaceport urban suburban,
town
10 million
or more
100 thousand
to 10 million
100 thousand
or fewer
Spaceship1 C 1–3 1–12 - - - - - -
Spaceship R 4–5 13–18 - - - - - -
Spaceship U 6 19–20 - - - - - -
Federation2 - - 1–15 1–5 1 - - -
NPC C3 - - 16–47 6–41 2–31 1–21 1–12 1–3
NPC R - - 48–64 42–59 32–46 22–32 13–18 4–5
NPC U - - 65–70 60–65 47–51 33–35 19–29 6
Creature C41 - - - - - 36–37 21–24 7–12
  2 - - - - 52 38–39 25–28 13–19
  3 - - - - - 40–41 29–32 20–25
  4 - - - - 53 42–43 33–36 26–32
  5 - - - - - 44–45 37–40 33–38
  6 - - - - 54 46–47 41–44 39–45
Creature R 1 - - - - - 48 45–46 46–48
  2 - - - - 55 49 47–48 49–51
  3 - - - - - 50 49–50 52–54
  4 - - - - - 51 51–52 55–58
  5 - - - - 56 52 53–54 59–61
  6 - - - - - 53 55–56 62–64
Creature U 2 - - - - - 54 57 65–66
  4 - - - - 57 - 58–59 67–69
  6 - - - - - 55 60 70–71
Accident5 C 7–9 21–26 71–73 66–71 58–63 56–61 61–66 72–77
Accident R 10–11 27–29 74–75 72–74 64–66 62–64 67–69 78–80
Accident U 12 30 76 75 67 65 70 81
No Encounter 13+ 31+ 77+ 76+ 68+ 66+ 71+ 82+

C: Common. R: Rare. U: Unique. Note that Creatures are sub-divided into Creature Value categories, which affects their likelihood of occurrence (see 27.1. 1. Treat as no encounter if the characters are not involved in controlling or maintaining the spaceship, of if within the planet space of a world that has no human population. 2. Treat as no encounter if the Law Level is 0 or 1. 3. Treat as no encounter if the party is in an environ with no known human population, or if the party is travelling faster than 20 km/h and have declared that they are not interested in passers-by. 4. Treat as no encounter if the party has declared no interest in the wild life of the area, or if there is no known life on the world. 5. Treat as no encounter if the characters are travelling in a vehicle which they do not control.

[27.3] Spaceship encounters may occur in planetary space or in deep space.

Planetary space is defined as all space within 300,000 km of any world (this equals 15 hexes on the Delta Vee hex maps). Deep space is all space outside planetary space. While hyperjumping, a spaceship travels across no space at all, so no encounters will occur while a ship moves in this manner.

When a spaceship encounter occurs, the GM refers to Adventure Guide section 37.0 and chooses a common, rare, or unique spaceship encounter (as indicated by the Encounter Table) appropriate to the situation. The few examples given in no manner approach the varied number of different ships which ply the space lanes, and the GM will need to create many others.

The GM should rationalize every ship, which the characters would encounter; space travel is still not an easy task, and any ship encountered will have some good reason for being there. This reason need not be obvious to the player characters; indeed, many ship captains will be hesitant to let every passer-by in on his business. Most of the time the ships the characters encounter have simple, logical reasons for going where they are going (resource trade, scientific missions, etc.). Occasionally a ship will have business to conduct that it wishes to keep secret (whether or not this business is illegal) and the GM might utilize this kind of encounter to rouse the players' curiosity.

[27.4] Non-player character encounters may occur wherever the player characters find themselves.

When an NPC encounter occurs, the GM refers to Adventure Guide 36.0 and chooses a common, rare, or unique NPC (as indicated by the Encounter Table) appropriate to the situation. The examples given cannot possibly cover all the varied types of people the characters would encounter while living in a futuristic society, and the GM should create NPCs of his own.

The GM does not have to create all NPCs in the detail of those in Adventure Guide 36.0; most people the characters will meet become mere memories soon thereafter and are never again heard from. This type would include most officials, men-on-the-street, etc., and these should be created as the need arises on the spur of the moment and discarded when the encounter is finished. Others, however, will have a lasting effect, be constantly encountered, or used as a character's companion, and these should be fully fleshed out. The GM may create these using the character generation procedure or dream them up out of his head, whatever he wishes. NPCs should be varied in ability and background, and form a group of both enemies and friends the player characters come to know.

NPCs need not follow the skills, professions, or areas of study player characters must; their development should fill in the areas of society the player characters do not. There are and will be many more non-adventuring individuals with mundane skills in society and the NPCs should reflect this fact.

It is not necessary for the GM to fill out a Character Record for every NPC he fleshes out. This file of NPCs will grow and is often better handled by using 5"×7" index cards and a card file, filling out the NPCs characteristics, skills, possessions, and any other pertinent information on the card.

[27.5] A federal encounter may occur in a spaceport, urban area, or suburban area.

Federal encounters are the major means by which the GM may trouble characters that have committed crimes or that are carrying illegal weapons. A federal encounter may take the form of a customs agent in a spaceport, a civil inspector and entourage on the surface of an underdeveloped world, or a detachment of rangers or Space Troopers operating in a restricted or dangerous area. If the characters possess any objects that are two Civ Levels (or more) in sophistication above that of the world, a civil inspector may question them as to the source of the items. If the characters cannot account for their possession, the items may be confiscated.

The Law Level of a world affects the nature of federal encounters. If the Law Level is 0 or 1, no federal presence exists and the encounter is considered no encounter. If the Law Level is 2 or higher, the characters will be badgered with an increasing degree of determination. Illegal weapons that are discovered by a federal agent will always be confiscated if official cause cannot be given for their possession. Fines and/or incarceration will vary depending on the Law Level.

If a character is foolish enough to kill a federal agent (a capital crime), any future federal encounters should be geared toward bringing the character to justice. Federal encounters do not include planetary authorities, which are considered non-player characters.

[27.6] A creature encounter may occur in any environ without a high concentration of human population.

When a creature encounter occurs, the GM consults the Creature Location section of the Terrain Effects Chart (Table 27.7). Cross-referencing the type of encounter (common, rare, or unique) with the environ the party is in will yield a group of numbers. Each number corresponds to one of the creature descriptions in Adventure Guide 35.0. The GM chooses one of the listed creatures to use as the encounter. Additional restrictions may be placed on a creature (such as temperature or gravity ranges) by its description, and these should be considered when choosing a creature. The meaning of all the creature descriptions and explanations of any special powers they may possess are detailed in Adventure Guide 35.0. Once a creature is chosen, the encounter is played out in accordance with 28.1.

The creature list in Adventure Guide 35.0 is by no means intended as a comprehensive bestiary of known space. The manner in which the creatures are described, and the way that their powers may be mixed and matched, makes it easy for the GM to modify the listed creatures and to design his own creatures. When the GM has a good grasp of how the creatures work in play, he may create creatures in the same format. The general explanation of the creature descriptions should be used as a guideline; it details the meaning of each part of the creature description and how each is used in play.

[27.7] The Terrain Effects Chart summarizes the effect that each environ type has on movement, combat, and creature encounters.

See Table 27.7.

[27.7] Terrain Effects Chart
  creature locations
environ type terrain value action round
movement modifier
creature
value
common rare unique
Volcanic/Hills2−469,13,15,17,1821,27,29,3138,39,40
Volcanic/Mountains3−669,13,15,17,1821,27,29,3138,39,40
Volcanic/Peaks4−869,13,15,17,1824,27,29,3038,39,40
Crater/Flat1.5−269,11,13,14,17,1823,27,29,3038,39,40
Crater/Hills2−469,11,13,14,17,1821,27,29,3138,39,40
Crater/Mountains3−669,11,13,14,17,1821,27,29,3138,39,40
Crater/Peaks4−869,11,13,14,17,1827,29,30,3138,39,40
Barren/Flat1059,11,14,15,17,1821,23,25,2737,39,40
Barren/Hills1.5−259,11,14,15,17,1821,23,25,2737,39,40
Barren/Mountains2−459,11,14,15,17,1821,25,27,2937,39,40
Barren/Peaks3−659,11,14,15,17,1824,27,29,3037,39,40
Light Veg/Flat1041,4,5,6,7,1323,24,29,3032,34,37
Light Veg/Hills1.5−241,4,5,6,13,1623,24,29,3032,34,37
Light Veg/Mountains2−441,4,5,6,7,1324,29,30,3132,34,37
Light Veg/Peaks3−641,4,5,6,9,1124,29,30,3132,34,37
Woods/Flat1.5−231,2,4,7,8,1619,20,24,2632,33,36
Woods/Hills2−432,4,5,7,8,1619,20,24,2632,33,36
Woods/Mountains3−631,2,4,5,6,719,20,24,2632,33,36
Woods/Peaks4−831,2,4,5,6,819,20,24,2632,33,36
Forest/Flat2−421,2,4,5,7,819,20,24,2934,35,37
Forest/Hills3−621,2,4,5,8,1719,20,24,2934,35,37
Forest/Mountains4−822,4,5,7,8,1819,20,24,2934,35,37
Forest/Peaks5−1021,2,4,5,7,819,20,24,2934,35,37
Jungle/Flat3−613,4,5,7,17,1828,29,30,3137,38,39
Jungle/Hills4−813,4,5,7,17,1828,29,30,3137,38,39
Jungle/Mountains5−1013,4,5,7,17,1828,29,30,3137,38,39
Marsh/Flat1.5−422,3,4,5,7,1719,24,29,3038,39,40
Marsh/Hills2−622,3,4,5,7,1719,24,29,3038,39,40
Ice/Flat1−4513,15,16,17,1824,29,30,3137,38,40
Ice/Hills3−6513,15,16,17,1824,29,30,3137,38,40
WaterA−10210,12,1822,24,3132,33

Terrain Value: Affects daily and hourly movement rates of characters and vehicles (see 26.4), Action Round movement rates of vehicles (see 21.0), and Hit Chance of weapon fire (29.5). Action Round Movement Modifier: Affects movement rate of characters in an Action Round (see 29.2). Creature Value: Affects likelihood of a creature encounter (see 27.1). Creature Location: Identifies creatures (by identity number) which may be encountered (see 27.6). A: Terrain on water surface ranges from 1 to 3, depending on choppiness of surface. Terrain Value when submerged ranges from 1.5 to 5, depending on depth and opacity of liquid. A Terrain Value of 1 is considered 0 when calculating Hit Chance of weapon fire.

[27.8] An accident may occur in any location listed on the Encounter Table.

When the GM rolls a common, rare, or unique accident encounter, he refers to the list of accidents in Adventure Guide 38.0 and chooses one that fits the character's current situation. The list presents two types of accidents (either of which may be chosen). An avoidable accident is actually a dangerous situation that the characters may attempt to overcome by using their skills. An unavoidable accident is an occurrence that the characters are powerless to prevent.

An avoidable vehicle accident is resolved as described in 11.2. That procedure may also be used to resolve a spaceship accident (using pilot skill). However, any damage incurred by a spaceship would be applied using the Delta Vee hit system (see Delta Vee 8.0).

An avoidable expedition suit, body armor, or jetpack accident is resolved as follows:

  1. The base chance to avoid the accident is determined (see Adventure Guide 38.0). If the character is skilled, his Agility Rating and the square of his Skill Level is added to the chance.
  2. The endangered character rolls percentile dice. If the dice result is less than or equal to the modified chance, no accident occurs. If the result is greater than the modified chance, proceed to Step 3.
  3. The GM subtracts the modified chance from the dice result and locates the difference on the Hit Table (30.9) to determine both the damage incurred by the involved equipment and the hits incurred by the character. If armor is involved, its Projectile Defence Rating may protect itself and the character, as described in 30.6.

When an unavoidable accident indicates that damage has occurred to equipment, the extent of damage is determined by rolling two dice and referring to the Hit Table, adding 3 to the dice result for a common accident, 11 to the result for a rare accident, or 20 to the result for a unique accident.

The GM need not limit accident checks to encounters. If a character declares that he wishes to attempt something especially risky, the GM may use these procedures, applying the appropriate skill, to see if the character comes through safely.

[27.9] The GM may replace a no encounter result from the Encounter Table with a event of his own devising.

Any event not covered by the Encounter Table results that the GM wishes to use in an adventure may be assigned a space on the Table occupied by a no encounter result. Such events might include the discovery of an alien artefact or structure, the discovery of abandoned equipment, news of an occurrence that may or may not affect the characters, or some event that may only occur in a specific location or at a specific time. See 42.4 of the Adventure Guide for an example. If the GM wishes that such an event definitely occur, he should forego use of the Encounter Table and automatically implement his event instead.

[28.0] Creature and NPC Interaction

Once the GM has determined that the party has encountered a creature or NPC, the encounter is played out, either verbally or on the Action Display. The appropriate encounter procedure (there are two; one for creatures and one for NPCs) is undertaken to determine how the two sides become aware of each other, how they react to each other and, if called for, how hostilities are initiated.

The GM is not required to use these procedures if he has provided the creature or NPC with a specific purpose and strategy. However, the step-by-step structure of the procedures will prove helpful in resolving all types of creature and NPC encounters.

[28.1] When the party encounters a creature, the GM undertakes the following procedure:

  1. Secretly determine all the attributes of the creature (if not already done).
  2. Make sure the characters are properly deployed on the Action Display.
  3. Secretly roll percentile dice to determine the awareness of the creature and the party and place the creature on the Action Display in accordance with the awareness result. If the creature is unaware of the party, read its sight description to the characters and skip step 4. If both are aware of each other, read the warning description to the party. If the party is unaware of the creature, read nothing.
  4. Use the Creature Reaction Table to secretly determine the creature's reaction to the party. If the party is unaware of the creature, and the creature chooses to attack or flee, conduct the Interaction indicated on the Creature Interaction Matrix.
  5. If the sight description of the creature has already been read to the characters, allow them to attempt perception of the creature.. Then ask the characters to declare their strategy (see 28.4). Cross-reference the character's strategy with the creature's reaction on the Creature Interaction Matrix and carry out the indicated Interaction.

Step 5 is repeated after each Interaction to determine the next Interaction. The character's are read the sight description of a creature at the beginning of the second conduct of step 5 in a given encounter (if they have not heard it before). The GM may change a creature's reaction to a party at the end of any Interaction or Action Round. If he chooses to do so, the Interaction Matrix is referred to again.

[28.2] The awareness of the party and the creature they encounter determines the initial deployment of the creature and the initial information received by the party.

The creature's Initiative Percentage is multiplied by the Terrain Value of the environ to determine the base awareness chance. The attributes of the party modify this chance as follows:

The GM rolls percentile dice. If the result is equal to or less than the modified chance, the party is unaware of the creature. If the creature's Aggression Rating is 7 or higher, place a creature in a hex of the Action Display from which it could attack one character (determined at random) without moving (often this will be in the same hex as a character). The creature is not committed to an attack at this point. If the Aggression Rating is 6 or less, place the creature in a hex at the edge of the party's sight (see 28.3).

If the result is greater than the modified chance by 30 or less, the party and the creature are aware of each other. Place the creature in a hex at the edge of the party's sight and read the creature's warning description to the party (see Adventure Guide 35.0).

If the result is greater than the modified chance by more than 30, the creature is unaware of the party. Place the creature in a hex at the edge of the party's sight and read the creature's sight description to the party.

With some alterations, the GM may use this procedure to check for character NPC awareness, if an encounter occurs in which one side might wish to ambush or elude the other. The NPCs Ambush and Environ Skill Levels should be taken into account (instead of the Initiative Percentage). If the party is unaware of an NPC, place him in the same hex as a character (if the NPC is unarmed) or four hexes away with a clear line of fire (if the NPC is armed).

[28.3] The maximum range at which a being may be seen (and thus fired at) is 200 meters or 40 hexes.

The maximum range in any given encounter is divided by the Terrain Value of the encounter area (see the Terrain Effects Chart). Thus, in a Forest Mountain area (Terrain Value of 4) the maximum range is 50 meters or 10 hexes. When the GM is placing a creature or NPC on the Action Display for an encounter, it should be placed in a hex at the maximum range from one of the characters (unless the characters are unaware, see 28.2). When a creature or NPC has moved beyond the maximum range from all characters the GM should remove it from the Display and conduct its actions secretly, keeping track of its position until at least one character has re-established sight (by moving back within maximum range).

If the encounter is taking place in darkness, add three to the Terrain Value up to a maximum of six.

Exception: A creature with heightened vision or a character with night glasses is not affected by darkness when seeing in the infrared; heat residue may be contained in haze, dust fog and liquid thermals which may affect infrared sight. Light intensification is dependent on available light to work no matter how faint.

The GM may impose other additions to the Terrain Value when determining maximum range in the case of dust, fog or other non-terrain visual obstructions.

[28.4] A creature's reaction to the party, and the party's strategy determines how an encounter will be resolved.

Unless the GM has chosen a reaction for the creature, he secretly rolls one die and adds the creature's Aggression Rating} to the result. He locates the modified die result on the Creature Reaction Table to determine one of the following creature reactions:

Flee. Terrified of the party; will leave the area quickly as possible.

Leave Slowly. Bothered by the party; will amble off.

Watch Warily. Suspicious of the party but has not yet decided what to do about it.

Ignore. Totally unconcerned about the party and its actions.

Protect. Will attack to defend itself if provoked.

Attack. Angered or hungry; will attempt to kill or capture (depending on the creature type).

Communicate. Intelligent; will attempt to establish contact with the party.

If the party is aware of the creature, the GM asks them to choose one of the following strategies:

Attack. The party plans to fire weapons, strike the creature, or take any other hostile action against the creature.

Maneuver.The party plans to move towards and around the creature without taking hostile action.

Watch Warily. The party will hold its ground, watching and recording the creature's actions.

Ignore. The party will disregard the creature.

Flee. The party will move away from the creature as quickly as possible.

Communicate.The party will attempt to establish contact with the creature.

The GM secretly cross-references the creature's reaction with the character's strategy on the Creature Interaction Matrix and carries out the indicated Interaction. Each possible Interaction is explained with the table and may call for the conduct of an Action Round, may allow maneuver by one side or the other, or may indicate some other activity. The GM should return to Step 5 of the Creature Encounter Procedure after conducting an Interaction, unless otherwise stated in the Interaction description. When it becomes obvious that the party will not be changing its strategy and the creature will not be changing its reaction (especially when combat has been initiated by one or both sides), the GM should stop using Interactions. Instead, Action Rounds are conducted until the encounter is resolved.

Note: Any reaction result calling for movement by an immobile creature is considered a Watch Warily reaction. However, the creature will close up if possible.

[28.5] The GM uses the Creature Reaction Table to determine a creature's attitude toward the party.

See Table 28.5.

[28.5] Creature Reaction Table
one dir plus
creature's
agression
reaction
2–8Flee (J)
9–10Leave Slowly
11Watch Warily*
12Ignore
13Watch Warily*
14,15Protect*
16–22Attack (D)

NOTES: *: If the creature possesses an Intelligence Rating, its reaction is to communicate (instead of the listed result). J: If the party is unaware of the creature, immediately conduct Interaction J. D: If the party is unaware of the creature, immediately conduct Interaction D. This table is not used if the creature is unaware of the party. See 28.4 for explanation of use.

[28.6] The GM uses the Creature Interaction Matrix to determine the interaction between a creature and the party.

[28.6] Creature Interaction Matrix
character strategy►  
creature reaction attack maneuver watch
warily
ignore/
unaware
flee communicate
Attack A B C D E F
Maneuver A G H I J K
Watch Warily L M N N J P
Ignore/Unaware Q M N N J R
Leave Slowly S T U J J V
Flee W X Y J J Y
Communicate Z AA BB N J CC

See 28.4 for explanation of use.

A. Conduct Action Rounds until one side or the other is dead, captured, or escaped (thus concluding the encounter). B. Conduct an Action Round. The characters have the initiative but may not attack the creature in any manner. C. Conduct an Action Round, adding five to the creature's initiative die roll. D. Conduct an Action Round. The creature has the initiative. Skip Step 4 of the Action Round. E. Each character may move as far as would be allowed in one Action Round (see 29.2). Then, conduct an Action Round, adding eight to the creature's initiative die roll. F. Conduct an Action Round. The creature has the initiative. G. Each character may move as far as would be allowed in one Action Round (see 29.2) Then conduct interaction H. H. If the creature is able to attack without moving, conduct an Action Round, adding five to the creature's initiative die roll. Otherwise, return to Encounter Step 5. I. If the creature is able to attack without moving, conduct interaction F. Otherwise, return to Encounter Step 5. J. The encounter is over (the creature, the characters, or both have left the area). K. The GM rolls one die and adds the creature's Intelligence Rating (if any) to the result. If the modified die result is less than the creature's Aggression Rating, conduct interaction F (the creature has mistaken the character's actions for an attack). Otherwise, after time passes without incident, return to Encounter Step 5. L. Conduct an Action Round, adding five to the party's initiative die roll. M. Each character may move as far as would be allowed in one Action Round (see 29.2). N. Time passes as neither side takes any action. P. The characters' communication efforts seem to have no effect. If the creature has no Intelligence Rating, or the following check is not successful, time passes without incident; return to Encounter Step 5. The GM rolls percentile dice. If the result is less than the creature's Intelligence Rating plus the highest Empathy Rating of those characters attempting communication, roll one die and refer to the Creature Reaction Table to see if the creature changes its reaction (the party retains the communicate strategy). If the creature possesses psionic powers, the square of one character's Psionic Communication Skill Level may be used instead of an Empathy Rating. Q. Conduct an Action Round. The party has the initiative. Skip Step 4 of the Action Round. R. The creature shows no interest as time passes; return to Encounter Step 5. Exception: If the characters are attempting to communicate with a creature that is unaware of them, and the GM feels that the creature has been made aware by the character's actions, he may roll one die and refer to the Creature Reaction Table to determine the creature's reaction (the party retains the communicate strategy). S. Move the creature two hexes away from the characters. Then conduct an Action Round, giving the characters the initiative. T. Each character may move as far as would be allowed in one Action Round (see 29.2). At some point during the character's movement, move the creature two hexes away from them. U. Move the creature twohexes away from the party. V. The party's communication efforts have no effect. If the creature has no Intelligence Rating, or if the following check is not successful, it wanders away and the encounter is over. The GM rolls percentile dice. If the result is less than the creature's Intelligence Rating plus the highest Empathy Rating of those characters attempting communication, roll one die and refer to the Creature Reaction Table again to see if the creature changes its reaction (the party retains the communicate strategy). If the creature possesses psionic powers, the square of one character's Psionic Communication Skill Level may be used instead of an Empathy Rating. W. Move the creature away from the characters a number of hexes equal to its Agility Rating. Then conduct an Action Round, giving the characters the initiative. X. Move the creature away from the characters a number of hexes equal to its Agility Rating. Then each character may move as far as would be allowed in one Action Round (see 29.2). Finally, move the creature again (as above). Y. Move the creature away from the characters a number of hexes equal to its Agility Rating. Z. Conduct Interaction Q. Before returning to Encounter Step 5, roll percentile dice. If the result is equal to or less than the highest Intelligence or Empathy Rating among the characters, inform them that the creature has been attempting to communicate. If the creature possesses psionic powers, the square of one character's Mental Power Rating may be used instead of an Intelligence or Empathy Rating. AA. Each character may move as far as would be allow ed in one Action Round (see 29.2). Then check to see if the characters become aware of the creature's communication attempt in accordance with Interaction Z, before returning to Encounter Step 5. BB. Time passes as neither side moves. Before returning to Encounter Step 5, roll two dice. If the result is less than the highest Intelligence or Empathy Rating among the characters, inform them that the creature is attempting to communicate. If the creature possesses psionic powers, the square of one character's Mental Power Rating may be used instead of an Intelligence or Empathy Rating. CC. The party and the creature are attempting to communicate. Multiply the creature's Intelligence Rating by the highest Linguistics Skill Level among the characters (minimum of one) or, if the creature has psionic powers, multiply its Intelligence Rating by the highest Psionic Communication Skill Level plus the highest Mental Power Rating possessed by one character. Roll percentile dice. If the result is equal to or less than the product calculated above, a successful means of communication has been established; the GM should play the creature as an NPC. If the dice result is greater than the product, return to Encounter Step 5. Only one dice roll is allowed per attempt, but as long as both sides choose to continue communicating, one dice roll may be made each time. However, the chance of success is reduced by 10 percentage points for each additional attempt (this is cumulative). The passage of about three hours should be noted for each attempt.

[28.7] When the party encounters an NPC, the GM undertakes one of two procedures, depending on the type of encounter he envisions.

The GM secretly determines all the attributes of the NPC (if not already done) and assesses the party's situation. If he feels that combat would precede any vocal interaction (in say, an ambush or battlefield situation), the following steps are conducted.

  1. Make sure the characters are properly deployed on the Action Display.
  2. The GM secretly rolls percentile dice to determine the awareness of the NPC and the party (see 28.2). Place the NPC(s) on the Action Display in accordance with the awareness result.
  3. Conduct an Action Round. If one side is unaware of the other, the aware side has the automatic initiative; and step 4 of the Action Round is skipped. Continue conducting Action Rounds until the combat is resolved or both sides choose to cease hostilities. After the first Action Round, both sides are considered aware of each other.

If the GM does not feel that combat would be immediately initiated and wants to allow interaction between the party and the NPC (conversation and reaction) the following steps are conducted (unless the GM has chosen a distinct attitude for the NPC).

  1. The GM secretly rolls percentile dice and compares the dice result to the NPCs Aggression Rating times ten. This comparison will yield a positive or negative reaction number. Example: An NPCs Aggression Rating of 4 multiplied by 10 equals 40. Percentile dice are rolled and the result is 76. Comparing the multiplied Aggression of 40 with the roll of 76 yields a reaction number of +36.
  2. The GM locates the reaction number on the NPC Reaction Table (28.8) and makes a mental note of the indicated NPC reaction. The party may now choose one character among them as their spokesman. If no spokesman is chosen, skip Steps 6 and 7 and proceed to Step 8.
  3. The spokesman rolls one die. If the result is less than his Empathy Rating, the GM reads the Key Word of the NPC reaction to the party, as an indication of the NPCs apparent intentions. If the die result is equal to or greater than the spokesman's Empathy Rating, the Key Word is not revealed.
  4. The spokesman may perform the communication task; see the streetwise and diplomacy skill descriptions (14.0). For every 10 (or fraction) below the modified chance for the task the dice result indicates, the party receives a friendly shift of one line towards 0 on the Reaction Table. For every 10 above the modified chance, the party receives a hostile shift of one line away from 0.
  5. The GM checks the list of Reaction Shifts (listed with the Reaction Table) to determine whether any shifts are applied (in addition to any applied as stated in Step 7). Any verbal interaction by the players may also be considered. Apply the shifts in the direction indicated.
  6. After all shifts are applied, the GM locates the new line on the NPC Reaction Table. He reads or paraphrases the Key Word and the NPC reaction to the players (if he thinks it would be obvious) and the result is enacted as it applies to the situation.

[28.8] The GM uses the NPC Reaction Table to determine the attitude of an NPC towards the party in an encounter.

See Table 28.8.
[28.8] NPC Reaction Table
roll difference key word npc reaction
−111to−120AttackViciously tries to kill the party.
−101to−110AttackTries to grievously hurt the party.
−91to−100AttackAttacks party to stop them.
−81to−90AttackTakes the offensive to warn the party.
−71to−80AttackTries to stop the party without bloodshed.
−61to−70AttackAims weapons at the party.
−51to−60AttackDraws weapons on party.
−41to−50HesitantPrepares to take offensive action.
−31to−40CautiousDistrustful and will wait and see.
−21to−30WaryDoubts party's word, but remains patient.
−11to−20SuspiciousNeeds more information to act.
−1to−10SuggestibleWill listen to party's story.
 0 FriendlyWill aid party if possible.
+1to+10SuggestibleWill hear the party out.
+11to+20SuspiciousThinks party is here to make trouble.
+21to+30WaryNervous because party could cause harm.
+31to+40CautiousParty is intimidating and fear is growing.
+41to+50HesitantParty causing great fear.
+51to+60FleeBacks away from the party.
+61to+70FleeTries to hide from the party.
+71to+80FleeMoves quickly away from the party.
+81to+90FleeRuns frantically away from the party.

If the actions of the party cause a shift into Flee or Attack reaction from a less extreme reaction, the NPC receives the Initiative in the first Action Round. Upon reaching 0 (Friendly), no further shifting can occur for the party's benefit. If the die roll matches the NPCs Aggression ×10 exactly, interpret it to mean extreme interest, and sexual attraction if possible. A party can ruin this reaction by taking harmful actions. See 28.7 for explanation of use.

Friendly Shifts (towards 0)  
The party has no weapons visible. Shift 2
Character has military rank and NPC was/is in the military. Shift 1
Party spokesman's social standing is ±1 of NPCs.A Shift 1
Characters are disguised as allies or are allies. Shift 2
Party has correct ID or papers, which pass inspection. Shift 1
NPC Party outnumbers characters. NoteB
Characters adopt friendly attitude toward NPCs.C Shift 1
Characters adopt helpful attitude toward NPCs.C Shift 2
Hostile Shifts (AWAY FROM 0)
The party has weapons visible. Shift 1
The party has weapons at the ready. Shift 2
The party has no weapons aimed. Shift 4
Party spokesman's social standing beyond ±1 of NPCs.A Shift 1
Characters disguises are seen through. Shift 2
Party's ID or papers, did not pass inspection. Shift 3
Characters are disguised as the enemy or are the enemy. Shift 4
Character party outnumbers the NPCs. NoteB
No one in the party can speak the NPCs language. Shift 2
Characters adopt an angry or disdainful attitude.C Shift 1
Character(s) revealed as psionic; no NPC psionic. Shift 2
Characters actually threaten NPCs.C Shift 2

A. If the characters have not designated a spokesman, these shifts are ignored. B. The GM should shift 1 for every two characters or NPCs, rounding fractions up. C. These actions are verbally enacted by the players in their interplay with the GM.

[29.0] Action Rounds

Action Rounds are used to resolve combat between characters. NPCs and creatures. When a possible combat situation arises, the GM and the players prepare the Action Display as described in 26.6, the Creature Encounter Procedure (28.1) and the NPC Encounter Procedure (28.7).

During a creature encounter, an Action Round is undertaken when called for by an Interaction (see 28.4). Some Interactions call for the conduct of one Action Round, and then another Interaction is determined. Others call for the repeated conduct of Action Rounds until combat is resolved (one side or the other is incapacitated or escapes).

During an NPC encounter, an Action Round is undertaken if either the characters or NPCs wish to initiate combat. Action Rounds are repeated until combat is resolved or both sides choose to cease hostilities.

ACTION ROUND PROCEDURE:

  1. If not stated in the Encounter Procedure or Interaction, determine which side has the initiative (see 29.1).
  2. Every individual that is not stunned, passed out or restrained on the side with initiative may move, fire and/or perform other actions. Each individual conducts his actions one at a time; that is, one performs actions, than the next, then the next, and so on. The order in which individuals perform their actions is up to the players (if characters) or the GM (if NPCs or creatures). If an enemy individual is attacked or fired upon, the effects are implemented immediately.
  3. Every individual on the side without initiative that was fired at in Step 2 must conduct a willpower check. Those individuals that fail the check must now perform a rash or protective action.
  4. Every individual on the side without initiative may perform actions as described in Step 2. Exception: An individual that was attacked in close combat during Step 2 or that failed a willpower check in Step 3 may not perform any actions at all. This step is skipped if the side without initiative is unaware or is ignoring the side with initiative.
  5. The GM may check the NPCs or creatures to determine if their reaction to the characters changes. The characters may also change their strategy. If one or both sides wishes to continue combat, return to Step 1 of this procedure. However, if one or both sides changes their strategy during a creature encounter, check the appropriate interaction to see how the next Action Round will be conducted (if at all).

Throughout this section, any references to abilities and options of the characters also applies to NPCs.

[29.1] The players and the GM determine which side has the initiative at the beginning of each Action Round.

The players use the one character in their party that has the highest Initiative Value, determined as follows: Add together the character's Leadership Rating (if the enemy is a creature, Intelligence may be used instead), his Environ Skill Level, and his Battlefield Skill Level (if the characters are fighting NPCs, double the Battlefield Skill Level). The highest sum obtained by one character is the party's Initiative Value and that character is considered the party's leader.

The GM secretly determines the Initiative Value of the enemy force. If a creature, its initiative percentage is used as its Initiative Value. If NPCs, the Value is determined in the same way as for characters. One side's Initiative Value may be increased in accordance with a creature interaction (see 28.6).

The player controlling the character being used for initiative rolls one die and adds the result to his Initiative Value. The GM secretly does the same for the enemy force. The side that achieves the higher sum receives the initiative this round, and performs actions first.

If one side is unaware in the first Action Round of a combat, they are considered aware in all the following Rounds. However, until the initially unaware side actually gains the initiative in an Action Round, 3 is subtracted from all their initiative die rolls.

A character or NPC that is currently stunned, unconscious, or that failed a will power check in the previous Action Round may not be used to determine the Initiative Value.

Close Combat Initiative. If a character is engaged in close combat with an NPC or creature (see 29.9), the GM should have the character and his enemy check for initiative in relation to each other separate from the rest of the combatants. Their rolls will have no effect on the other individuals. Thus it is possible that a character will have the initiative in his close combat situation while the rest of the party will not, and vice versa.

[29.2] A character may move a number of hexes equal to his Agility Rating in a single Action Round, with the following modifiers:

Example: A character with an Agility Rating of 7 in a woods/hill environ (-4) on a size 4 world (+2) who has a Light Gravity Skill Level of +1, would be able to move up to 6 hexes in a single Action Round.

The number of hexes a character may move may be increased or decreased if he is wearing an expedition suit or body armor. Subtract the character's EVA or Body Armor Skill Level (whichever is higher) from the Encumbrance Rating of the suit or armor. If the result is greater than one, divide the character's movement rate by the result (rounding to the nearest whole number). If the result of the subtraction is one or less, the character's movement is not affected.

Exception: If a character using his Body Armor Skill is wearing augmented armor, and the subtraction result is −2 or less, multiply the character's movement rate by the absolute value of the result.

Example: Assuming the character in the above example is wearing Civ Level 7 Impact Armor (encumbrance Rating of 3, augmented) and does not have the EVA or Body Armor Skill, he would be able to move only two hexes per Action Round (6 + 3). If he had a Skill Level from 2 to 4 he could move the full six hexes. If he had a Body Armor Skill Level of 5 (or 6) he could take advantage of the armor's augmentation and move 12 (or 18) hexes.

Unless a character's Agility Rating is 0 (which indicates that he may not move at all) or he is restrained, he may always move at least one hex, even if his calculated movement is 0 or less.

The movement rate of a robot is calculated in the same manner as that of a character (robots have no Gravity Skill Levels). However, if a robot's calculated movement rate is 0 or less it may not move at all (unless it has a creative thought system).

The movement rate of a creature is equal to its Agility Rating only. The effects of gravity and the environ are already included in its Agility Rating.

[29.3] When a character is eligible to move, he may perform other actions before, after or instead of moving.

An action a character performs during an Action Round other than movement may reduce the number of hexes he may move in that Round or may prevent him from moving altogether. Unless otherwise specified, actions may be performed before moving, after moving, or instead of moving. They may not be performed before and after moving and may not interrupt movement. Thus a character may perform actions and then move, or he may move and then perform actions, or he may perform actions only. If a single action would reduce a character's movement rate below 0, he may still perform that action but may not do anything else in the Action Round.

Fall prone. No reduction. May be performed after move only.

Get up. −1 hex. Performed before move if prone.

Open or close door. −1 hex.

Pick up object. −2 hexes.

Pass through narrow opening. −2 hexes.

Load weapon. One Action Round.

Fire weapon. No reduction (however, see 29.6).

Draw Weapon. −1 hex.

Exit enemy-occupied hex. −2 hexes. May not be performed if engaged in close combat. May be performed before move only.

Attack in Close Combat. −3 hexes. May be performed after move only. A character may conduct no more than one close attack in a single Action Round.

Break off from Close Combat. Movement rate reduced to one hex. Character must have the initiative and may not break off if restrained. May be performed before move only.

Pressurize or Depressurise in Airlock. Two Action Rounds.

Emplace Machine Gun. Two Action Rounds (a machine gun mounted on a structure or vehicle in considered emplaced).

Jump over object. −3 hexes. May be performed after move only, although the jump may include an additional forward momentum of one hex. A character may jump a number of feet equal to one half of his total movement rate for the Action Round.

Perceive Creature without Bioscanner. No reduction.

Perceive Creature with Bioscanner. One Action Round.

Jet Pack Movement. A skilled character wearing a jetpack may move (fly) a number of hexes equal to twice his Agility Rating, plus his Gravity Skill Level, plus the Gravity Movement Modifier, plus the square of his Jetpack Skill Level. No modifier for terrain is considered. An unskilled character may move a number of hexes equal to his Agility Rating plus his Gravity Skill Level plus the Gravity Movement Modifier (the GM may wish to check for an accident when an unskilled character is using a jetpack). Jetpack movement is halved (rounded up) if a character is taking off or landing before or after the move. A character using a jetpack cannot take off and land in 1 Action Round.

The movement rates of vehicles (in hexes per Action Round) are listed on the appropriate vehicle chart. As long as a vehicle is being driven, it may move at its listed movement rate (as modified by the Terrain Value of the environ (see 21.1). A character that wishes to switch from driving a vehicle to moving on foot (or vice versa) must spend one Action Round shutting down (or starting) the vehicle.

A character that is controlling a robot's actions in an Action Round may not himself move, fire a weapon or perform any other actions in that Round (unless the robot has a self-activation system).

[29.4] The size of an individual or object determines how much space it occupies in a hex.

The size classifications are: Minuscule (smaller than a coin), Very Small (the size of a book), Small (the size of a small child), Man-size, Large (the size of a large horse), One-hex, Two-hex, and so on.

There is no limit to the number of minuscule or very small objects or individuals. That may occupy a hex. Twenty small, 10 Man-size, or three large objects or individuals may occupy a hex. The size of an object or individual affects weapon fire in the form of a modifier applied to the Hit Chance (see the Fire Modifier Chart).

[29.5] When eligible to move, a character may fire a loaded weapon he possesses at any target within his sight.

He may fire the weapon up to a number of times equal to the weapon's Fire Rate (listed on the Weapon Chart, Table 19.0). However, if he fires a number of times greater than half the weapon's Fire Rate, the weapon becomes unloaded and may not be fired again until loaded (an action listed in 29.3). Thus, a weapon with a Fire Rate of 1 must be reloaded after each fire. As long as a weapon is fired a number of times equal to or less than half its Fire Rate, the character need not pause to reload. A character that is not skilled with a weapon may only fire it once in an Action Round.

For each fire he wishes to conduct, the character declares his intended target and conducts the following steps:

  1. Referring to the Weapon Chart, cross-reference the type of weapon being fired with the column corresponding to the number of hexes away the target lies to find the Base Hit Chance. This range is counted by including the target hex but not the firing character's hex.
  2. Multiply the Terrain Value in the environ by the Terrain Multiplier (listed with the range on the Weapon Chart) and subtract this product from the Base Hit Chance. If the target is prone, double the subtraction.
  3. If the firing character is skilled with the weapon, add his Dexterity Rating and the square of his Skill Level to the Hit Chance.
  4. Consult the Fire Modifier Chart to see if any other additions or subtractions are applied to the Hit Chance, depending on the situation. Certain Hit Chances for manual weapons indicate that the character's Strength Rating is also added to the Hit Chance (see the Weapon Chart).
  5. The character rolls percentile dice. If the dice result is equal to or less than the modified Hit Chance, he hits the target; refer to the Hit Table to determine the damage incurred by target in accordance with 30.0. (Exception: If a target is fired at more than once, damage is determined after all fires are conducted). If the dice result is greater than the chance, he misses the target; the GM may check to see if the fire hits a likely target (see 29.7).

A character may fire at any number of different targets in a single Action Round (within the limit of his weapon's fire rate). However, a reduction (listed on the Fire Modifier Chart) is applied to all fires if he does so. A reduction is also applied to all fires when firing a weapon with recoil more than once in an Action Round (even if firing at the same target).

A character in a hex occupied by an enemy capable of movement may only fire at a target in that hex.

[29.6] The Fire Modifier Chart lists all the modifiers that may be applied to the Hit Chance when firing a weapon.

See Table 29.6.
[29.6] Fire Modifier Summary

Chance to Hit the Target...
Base Hit Chance minus
(Terrain Value × Terrain Multiplier) plus
character's Dexterity Rating (if skilled) plus
square of character's skill level
Any of the following modifiers that apply are also considered and are cumulative.

(Modifier) if the Firing Character...
(−20) ... moves on foot in the same Action Round.
(−30) ... is driving a vehicle.
( −5) ... is in a moving vehicle.
(−10) ... is firing at more than one target in the same Action Round. Apply modifier to all fires for each
target beyond one (e.g. if 3 different targets are fired at, all hit chances are reduced by 20).
( −5) ... is firing more than one shot with a recoil weapon in the same Action Round. Apply modifier to
all fires for each fire beyond one (e.g. if 4 fires are made, reduce all hit chances by 15)

(Modifier) if the Target is...
(−45) ... Very Small
(−30) ... Small
(+20) ... Large
(+40) ... One Hex
(+20) ... Immobile
(Double Terrain Value) ... Prone
(Hit Impossible) ... Miniscule

The GM may apply further subtraction if the target is partially obstructed by a distinct object (remember natural terrain objects are accounted for by the Terrain Value and Multiplier). The Base Hit Chance and the Terrain Multiplier are listed on the Weapon Chart. The Terrain Value is listed on the Terrain Effects Chart. See 29.4 for additional weapon fire restrictions.

`

[29.7] If a fire misses its intended target, the GM may check to see if a likely target is hit instead.

The GM locates the difference between the dice result and the modified Hit Chance on one of the following likely target results. If one applies, that object or individual suffers the effects of the fire.

1–30. No other object hit. Exception: If the target is engaged in close combat, the fire hits the target's adversary.

31–50. Fire hits an object or individual other than the intended target in the target hex or in a hex that the fire passed through (including hexes beyond the target).

51 or more. Fire hits an item or individual in a hex adjacent to any hex in the above result.

The GM determines which likely target is hit if more than one is eligible. Any fire that does not hit its target or a likely target always hits a wall (if present) behind the intended target (this could be very dangerous if a vacuum or a hostile atmosphere exists beyond a pressurized chamber). Exception: A skilled character firing an arc gun will never hit an object, individual or wall behind his intended target.

If the dice result is greater than the modified chance when throwing a grenade, the grenade strikes one hex away from the target hex for every 10 percentage points (or fraction thereof) over the chance the dice result indicates. The GM randomly determines which direction from the target the grenade goes.

[29.8] A character without initiative must conduct a will power check if he is fired upon and does not incur damage.

The character rolls one die; if the result is equal to his Aggression Rating, he passes the check. The character may add or subtract a number up to his Mental Power Rating or his Battlefield Skill Level (his choice) to or from the die result. Thus, a character with an Aggression of 7 and a Mental Power of 2 must roll a 5,6,7,8 or 9 to pass a willpower check. If the character has a Battlefield Skill Level of 3, he must roll a 4 through 10 to pass the check.

A character that passes a will power check may participate in Step 4 of the Action Round. A character that fails a will power check may not do anything in Step 4; instead, he must immediately perform one of the following:

Creatures never conduct willpower checks. A character on the side with initiative does not conduct a willpower check when fired upon. A character does not conduct a willpower check when attacked in close combat.

[29.9] A character or creature may attack an enemy in the same hex by using close combat, instead of firing a weapon.

Once close combat is initiated, the two participants are considered engaged until one or the other is stunned, passes out, dies or breaks off. An individual without initiative that is engaged in close combat may not perform any actions at all in step 4 of the Action Round. An individual with initiative that is engaged may only conduct a close attack or attempt to break off (see 29.3) during Step 2 of the Action Round. A character is not required to initiate close combat when in an enemy-occupied hex; if he is not engaged, he may fire a weapon at a target in the hex instead.

The close combat strengths of the attacker and defender depend on how each individual declares he will fight; unarmed, with a blade or in body armor. An individual may declare any one of the three types for which he is eligible.

Attacking or defending unarmed. The character's Dexterity, Strength or Agility Rating (his choice) is added to the square of his Unarmed Combat Skill Level. If the character is not skilled, he uses one half (rounded up) of one of his Ratings only.

Attacking or defending with a melee weapon. The character's Dexterity or Agility Rating (his choice) is added to the Hit Strength of the melee weapon (see the Weapon Chart, Table 19.0) and the square of the Blade or Melee Weapon Skill Leve l. If the character is not skilled, he uses the Hit Strength of his Melee Weapon only.

Attacking or defending in body armor. The character's Strength Rating is added to the Hit Strength of his armor and the square of his Body Armor Skill Level. If the character is not skilled, he uses the Hit Strength of his armor or his Strength Rating only. Note: A character in body armor may declare that he is attacking or defending unarmed if he wishes.

Creature (attacking or defending): The creature's Combat Rating is multiplied by one half (rounded down) of his Agility Rating. Thus, a creature with a Combat Rating of 6 and an Agility Rating of 7 would have a close combat strength of 18.

After determining the close combat strength of the attacker and defender, resolve the combat by subtracting the defender's close combat strength from the attacker's close combat strength to determine the differential (a negative number is possible). The attacker rolls one die and adds the die result to the differential.

Before resolving a close combat, the attacker (only) may declare that he is attempting to restrain his enemy. If this is declared, reduce any hits received in the combat by his enemy by three. If the adjusted number is 0 or higher, his enemy is considered restrained (suffering the adjusted number of hits) and remains restrained until the attacker releases him, or is stunned, passes out, or dies. A restrained individual may not perform any actions at all. An individual that is restraining an individual may not perform any actions other than movement (however, see 26.5), unless it is a creature that possesses the multiple attack power or that has restrained its adversary in webs.

[30.0] Hits and Damage

A character, creature, or NPC may suffer hits; and a vehicle, machine, or other piece of equipment may suffer damage, as a result of weapon fire, close, combat, or an accident. Hits against an individual reduce his Physical Characteristic Ratings. Points lost from Physical Characteristics are regained by healing (see 12.3 and the Diagnosis and Treatment skill descriptions). Damage to equipment may puncture the object and/or render it inoperable until repaired (see 13.1 and the tech skill descriptions). The Hit Table is used to determine all types of hits and damage, although its use changes depending on the situation.

[30.1] When an individual is hit by weapon fire, the character who fired the weapon uses the Hit Table to determine the number of hits his target receives.

He rolls one die and adds the Hit Strength of the weapon to the die result. The modified die result is located on the Table to find which physical characteristic is affected and how many points are subtracted from that characteristics.

If an individual is hit by more than one fire from the same weapon in a single Action Round, the Hit Strength of the weapon is multiplied by the number of times the target was hit. One die is rolled and the result is added to this product to determine the one result that will be applied to the Hit Table. Thus, the Hit Strength of a paint gun that hits one target three times in one Action Round is 24 (3×8).

The die is not rolled when referring to the Hit Table after a close combat. The numerical result derived from a close combat (see 29.9) is applied directly to the Table to determine hits received.

When a creature is hit, the GM should secretly conduct the Hit Table die roll and apply any results unannounced.

[30.2] Hits suffered by an individual are applied as reductions to his Physical Characteristics.

When a character incurs a hit result, the listed number of points are immediately subtracted from the listed Characteristic Rating. This is done by recording the reduced Characteristic Rating next to the original rating on the Character Record (do not erase the original rating). Until healed, the character uses the reduced rating for all game purposes. When a character's Endurance Rating is reduced to 0, he immediately passes out and will not come to until healing increases his Endurance to 1. When a character's Agility is reduced to 0, he may not move at all (he may use his hands to operate a small device or weapon). If a character's Dexterity is reduced to 0, he may hold nothing and fire no weapon (he may still move). There is no immediate effect of a character's Strength being reduced to 0. However, if a character's Strength and Endurance are reduced to 0, he dies.

A Characteristic Rating may never be reduced below 0. If a hit result calls for a greater reduction to a characteristic than is possible to apply, the excess reduction is applied to the next characteristic listed down on the Hit Table (the number of hits received is not increased). Example: A character with an Endurance Rating of 6 receives a hit result of 8 Endurance (result 16); his Endurance Rating is reduced to 0 and his Strength Rating (the next characteristic listed on the table) is reduced by 2. Exception: If the 38 or more result is incurred on the Hit Table, use the next characteristic up (Strength) after applying reductions to endurance.

When applying hits to a creature, treat its Combat Rating as its Strength and Endurance Rating (for purposes of using the Hit Table) and treat its Agility Rating as its Agility and Dexterity Ratings. When a creature's Combat Rating is reduced to 0, it passes out. When its Combat and Agility Ratings are reduced to 0, it dies.

[30.3] Each time a character or NPC suffers one or more hits, he must immediately conduct a shock check.

The hit character rolls one die. If the die result is equal to or less than his Mental Power Rating, he is unaffected. If the die result is greater than his Mental Power Rating, the character immediately drops whatever he may be holding and falls down; he may perform no actions at all for the remainder of the current Action Round and the entirety of the following Action Round. After the following Action Round, he is no longer affected. Note that a character with a Mental Power Rating of 0 will always fail a shock check. A character that passes out or dies when hit does not conduct a shock check. Creatures never perform shock checks.

[30.4] An individual that is hit with a stun pistol pulse does not suffer any hits but may black out briefly.

The Hit Table is not used. Instead, the GM rolls one die and adds the Stun Strength of the weapon (either 8 or 16) to the die result. This modified result is compared to the sum of the target's Endurance and Mental Power Ratings. For every point above the sum the modified result indicates, the individual is stunned for one Action Round. Thus, a character with a combined Endurance and Mental Power Rating of 12 that suffers a modified stun result of 17 is stunned for five Action Rounds. A stunned individual immediately drops whatever he is holding and falls down; he may perform no actions at all until the requisite number of Action Rounds has passed. The count of Action Rounds for stun duration does not include the Action Round in which the individual is hit. The GM may wish to conceal the duration of a stun result from the characters, informing them only when the affected individual comes to.

The strength of a stun weapon is halved (before adding a die roll) if the target is wearing any type of full body armor or an expedition suit. A robot is not affected by stun weapons.

When checking for the result of a stun pulse against a creature, use its Combat Rating (only). Certain creature powers may render a stun pulse ineffective or alter its effects (see Adventure Guide 35.0). In addition, the GM may choose to make creatures that have no central nervous system (in the GM's opinion) immune to stun weapons.

[30.5] Damage to a robot, vehicle, or other piece of equipment hit by fire or involved in an accident ranges from superficial damage to complete destruction of the object.

The Damage column of the Hit Table is used to determine whether the object suffers superficial, light, or heavy damage, or becomes partially or totally destroyed. An object that suffers more than superficial damage is rendered inoperable until repaired (see 13.0; the exact nature of the problem is up to the GM). An object that is totally destroyed may not be repaired.

When an object is hit by weapon fire, the damage result is determined as described in 30.1, using the Damage column instead of the Physical Characteristic column. A vehicle or robot that is hit by fire may be protected by its armor Defense Rating (see 30.6).

Damage to a vehicle or other object in an accident is assessed in accordance with 11.2 and 27.8. If a vehicle has a Projectile Armor Rating, the armor may protect the vehicle from damage. Note that any character in a vehicle that incurs damage may suffer hits as a result.

Damage suffered by body armor and other protective attire is not determined using the Damage column of the Hit Table. Instead, the Armor columns are used, as explained in 30.6.

[30.6] A character wearing body armor or any other attire with a Projectile and/or Beam Defense Rating receives protection from hits.

The Protective Attire Chart (20.0) lists a Projectile Defense Rating (use for protection from projectile weapons, close combat, and accidents) and a Beam Defense Rating (used for protection from laser pistols, paint guns, arc guns, and other beam weapons).

When a character incurs a result on the Hit Table due to any type of combat or mishap, he checks the Armor Result listed with the hit result.

There are four columns of Armor Results on the Hit Table. When hit by weapon fire, use the column corresponding to the total number of fires that the target was hit by. When involved in a close combat or an accident, use the 2 Fires column of the Table.

All vehicles possess Armor Ratings, which are used in the same way as personal armor to protect the machine from damage. Certain creature powers provide a creature with natural armor (with specific ratings given in the power descriptions), used in the same way as character armor.

[30.7] The Toxin Effects Matrix is used to determine how an individual hit by a treated projectile is affected.

When an individual is hit by a needle from a needle pistol or rifle, or is exposed, to toxic gas from a grenade, the GM cross-references the type of toxin used with the composition of the target to determine the effects of poison. All character and NPC targets use the Human row of the matrix. A creature target uses the row that corresponds to its composition (only known by the GM, unless the characters have examined the creature, see Adventure Guide 35.0).

A number from the matrix is treated as a Hit Strength; roll one die, adding the number to the die result, and determine the hits suffered by the individual as explained in 30.1 and 30.2. A letter result obtained from the matrix affects the target as explained (see matrix). In addition to its toxic qualities, a needle has a Hit Strength of 1. This applied to the target before determining the effects of the toxin. If the needle does no harm to the target, the toxin has no effect either.

[30.8] The Toxin Effects Matrix explains the effects that various toxins have on beings of various compositions.

See Table 30.8.

[30.8] Toxin Effects Matrix
toxin type►  
composition nerve poison knock-out acetic alkaloid
Human/Humanoid20tP15sNeNe
Mammalian10t15c5sNeR
Terran-Like15sP10cRNe
ProteinPDNe15s10t
CarbonDNe15tP5c
Non-CarbonNe10sR10cP

Number results indicate Hit Strength (see 30.1 and 30.2). Ne: No Effect. R: Creature raging; will attack for remainder of current Action Round with its Combat Rating doubled. D: Creature dazed; blacks out for a number of Action Rounds equal to the roll of one die. When the creature regains consciousness, it will be raging (result R). P: The individual loses one point from the Endurance Rating (Combat Rating, if creature) each Action Round. When the rating reaches 0, the individual loses one point from the Strength Rating (Agility if creature) each Action Round. When that rating reaches 0, the individual is dead. c: Apply any hits received to the creatures' Combat Rating only. s: Treat as stun strength (see 30.4). t: Apply hits in accordance with the Hit Table. However, after a number of minutes (four Action Rounds apiece) equal to the roll of one die, the effects of the hits disappear (unless the individual dies as a result of the hits). See 30.7 for explanation of use.

[30.9] The Hit Table is used to determine hits suffered by individuals and damage suffered by objects.

See Table 30.9.
[30.9] Hit Table
  Armor Result
(number of fires)
 
one die plus
hit strength
physical characteristic
points lost
1 2* 3,4 5 or
more
damage to equipment
1 or less No Effect - - - - NE
21 Strength----NE
31 Dexterity----NE
42 Endurance1---NE
52 Agility1---NE
63 Endurance11--NE
73 Strength21--S
84 Endurance211-S
94 Agility211-S
105 Endurance211-S
115 Strength2111S
126 Endurance3211S
136 Dexterity3211S
147 Endurance3211S
157 Agility3211L
168 Endurance3221L
178 Strength4321L
189 Endurance4322L
199 Agility4322L
2010 Endurance4332L
2110 Strength4332L
2211 Endurance5432L
2311 Dexterity5432H
2412 Endurance5433H
25–2613 Strength5433H
27–2814 Endurance5443H
29–3015 Agility5443H
31–3316 Endurance6544P
34–3717 Strength6554P
38 or more18 Endurance6655T

* Use this column when involved in any Close Combat or Accident. NE: No Effect. S: Superficial Damage. L: Light Damage. H: Heavy Damage. P: Partially Destroyed. T: Totally Destroyed. See 30.1 for explanation of use.