Buffy D6
Table of
Contents
Introduction
Basics
Characters
Attributes
& Skills
Magic
Actions &
Combat
Equipment
Bestiary
Gamemaster's
Section
Links
Email
Guestbook |
VI. ACTIONS &
COMBAT
TAKING ACTIONS
Time
For much of the game, Game Masters can inform characters as to
how much time has passed between events. But for certain actions,
such as combat or a skill used under timed conditions, a more accurate
method is required.
-
Rounds: Rounds are about 5 seconds long.
In general, a character can take one action per round without accruing
penalties.
-
Initiative: Characters may act in the
order of their Instincts scores (from highest to lowest). A character
with a higher Instincts may choose to Hold his Action, letting someone
with a lower Instincts act first before he decides what to do.
Multiple Actions in a Round
For every additional action, the character suffers a -1D to all actions
taken that round. Under normal conditions, a character can take a
maximum of 5 actions per round (with a cumulative penalty of -5D to all
actions). Some spells allow for more actions per round with reduced
penalties.
Any additional actions are considered to be taken in the second segment
of the round. Thus, all first actions (by everyone acting in the
round) are resolved in the first part of a round and any extra actions
are resolved afterwards. Who acts first in a round depends upon Initiative
(see above).
Example: Lector is in combat again. He
decides he will take two actions: he will attack and Dodge.
He will be -1D to both actions.
Reacting
Occasionally, a character will need to react to something that has
occurred during a round. If the character has already acted in the
round, the reaction skill is at -1D for being a reaction and -1D for each
action already taken in the round.
Dodge, Melee Parry and Brawling/Martial Arts are commonly used as Reaction
Skills to avoid damage.
If a Reaction Skill is used while defending from an attack, the dice
roll becomes the difficulty the attacker must overcome to be successful,
even
if the reaction skill roll is lower than the original difficulty of the
attack!
Example: Lector is in combat and has already
acted once this round. Suddenly, someone shoots at him and he attempts
to Dodge. His Dodge skill is normally 4D, but since he has already
acted, it is now 2D (-1D for having already acted and -1D for being a Reaction
Skill). The shooter's base difficulty was 10. Lector rolls
2 dice and gets a result of 7. The shooter only needs a 7 or better
to hit Lector.
Full Reactions
If the character decides that the only action she will take in a round
is to react, then her Reaction skill roll is attempted with full dice and
the result is added to the attacker's difficulty.
Example: Mina knows someone is shooting at
her from a rooftop. She decides that all she will do this round is
Dodge. She rolls her full 4D for Dodge gets 15. The shooter
must now roll higher than 10 (standard difficulty) + 15 = 25 in order to
hit her!
Applying Reactions to the Entire Round
Dodge rolls apply to all ranged attacks in a round. Thus a character
need only Dodge once to attempt to avoid attackers using guns, thrown weapons
or grenades.
Parry rolls must be made for every attack! Thus, in close
combat, if a character is punched four times, he must either attempt four
parries using his Brawling or Martial Arts skill or be take the damage!
RANGED COMBAT
Ranged combat difficulty targets:
Range
|
Difficulty
|
Point Blank |
Very Easy (1-5) |
Short |
Easy (6-10) |
Medium |
Moderate (11-15) |
Long |
Difficult (16-20) |
Extreme |
Very Difficult to Heroic (20+) |
Shooting at Multiple Targets
Characters may choose to aim at more than one target in a given round.
If they do so, they suffer a cumulative -1D when shooting at each target
beyond the first.
Example 1: Mina is cornered by two bloodthirsty
vampires. She is armed with a repeating crossbow that lets her fire
off up to 5 crossbow bolts before having to reload. She can either
shoot at one without a penalty or attempt to shoot at both. She decides
to fire once at both of her attackers. Her total dice penalty is
-1D to the first shot (the penalty for taking multiple actions) and -2D
to the second shot (the penalty for multiple actions + the second target
penalty).
Example 2: Mina is cornered again, this time
by three demon thugs. She decides to fire once at each (3 actions,
2 additional targets). She suffers a -2D to her first shot (for the
two additional actions), a -3D to the second, and a -4D to the third!
Spraying Bullets
Some weapons, such as fully automatic machine guns, allow the bearer
to spray bullets at an enemy. This has a variety of advantages and
disadvantages:
Advantage
|
Disadvantage
|
Shooter gets +1D to hit and does not suffer
any penalties for aiming at multiple targets in a round. |
The shooter may potentially hit anyone
in the direction in which he is pointing the gun (including allies and
innocents). If the shooter is trying to avoid hitting a friendly
target, add 15 to the difficulty number to hit. If the shooter rolls
less than 15 over the standard difficulty (dependent on range) , he hits
the friendly target as well. Roll damage normally. |
|
Uses ammunition more quickly. |
|
If the attack is successful, roll one
less die for damage. |
Using two guns at once:
Advantage
|
Disadvantage
|
Shooter does not suffer any penalties
for shooting at more than one target in a round without declaring a "Spraying"
action (see Spraying Bullets below). |
Shooting a second weapon counts as an
action (resulting in an additional -1D to each action in the round). |
Both first shots are fired in the first
segment of the round (if one gun is shot twice, the second shot is considered
to go off in the last part of the round, after all other first attacks
have been resolved. |
Shooter suffers an additional -1D to any
shot taken with his or her "off" hand. |
Permits the character to fire the maximum
number of bullets from both guns in a round (thus, is a shooter is using
two pistols which may fire 3 times in a round, she can shoot 6 times total
in the round). |
If someone using two guns stops to reload,
they must take an additional action to stow one gun while the other is
reloaded. There is no additional action if the "extra" gun is thrown
away. |
SCALE
Scale represents the differences between small targets (such as Characters)
and large, fortified structures (such as aircraft carriers and buildings).
When targets of the same size are shooting at each other, ignore scale
modifiers. When targets are of different scales, add the Dice modifier
(presented below) to the rolls as follows:
-
Lower scale attacking larger scale
-
Attacker adds the scale modifier to its attack roll
-
The target, if hit, adds the scale modifier to its Strength (or Body/Hull)
roll.
-
Higher scale attacking lower scale
-
Higher scale rolls as normal, but the lower scale target adds the dice
modifier to any Dodge/Evasion roll.
-
If successful, the higher scale adds the dice modifier to damage roll.
Scales |
Tiny |
Small |
Character |
Car |
Tank |
Aircraft |
Capital |
Superstructure |
Tiny |
0D
|
2D
|
4D
|
6D
|
8D
|
10D
|
16D
|
28D
|
Small |
|
0D
|
2D
|
4D
|
6D
|
8D
|
14D
|
26D
|
Character |
|
|
0D
|
2D
|
4D
|
6D
|
12D
|
24D
|
Car |
|
|
|
0D
|
2D
|
4D
|
10D
|
22D
|
Tank |
|
|
|
|
0D
|
2D
|
8D
|
20D
|
Aircraft |
|
|
|
|
|
0D
|
6D
|
18D
|
Capital |
|
|
|
|
|
|
0D
|
12D
|
Superstructure |
|
|
|
|
|
|
|
0D
|
COMBAT MODIFIERS
A number of factors can affect a character's chances to succeed in combat.
Smoke may obstruct a target, oil on the floor may make dodging more difficult,
etc. Following are a number of modifiers Game Masters may choose
to apply in the game.
-
Drawing Weapons: Drawing a weapon counts as an action in a
round (all other actions are at -1D this round).
-
Reloading Weapons: The time required to reload a weapon varies
depending on the type. Most require 1 action to reload. See
the weapon descriptions in the Equipment section.
-
Targeting Systems: Some weapons, usually in aircraft or tanks,
have targeting systems that help the gunner. These depend on the
weapon type and quality.
-
Rate of Fire (ROF): This statistic is given for each weapon.
A weapon cannot be fired more times than its ROF in a round, regardless
of the number of actions the character takes.
-
Called Shots: Attackers can make a "called shot" against a
specific target, such as a particular part of a target's body (a hand,
head, etc) or a small item. Add +1D to the difficulty for a target
10-50 cm (approximately 3-18 inches) long. Add +4D to the difficulty
for a target 1-10 cm long. Add +8D to the difficulty for a target
less than a centimeter long.
-
Cover: Provides a target with some protection from detection
and attack. Add the following modifiers to attempts to detect or
hit a target, when appropriate
Cover
|
Modifier
|
Light Smoke |
+1D
|
Thick Smoke |
+2D
|
Very Thick Smoke |
+4D
|
Poor Light |
+1D
|
Moonlight |
+2D
|
Complete Darkness |
+4D
|
Characters can also hide behind objects, such
as walls and vehicles, which provide protection against attack. Add
the following modifiers depending on how much of the target is covered.
Target is |
Modifier |
1/4 covered |
+1D |
1/2 covered |
+2D |
3/4 covered |
+4D |
Fully covered |
If cover provides protection, attacker
cannot hit target directly. Damage is absorbed by the item giving
protection, until it's Body rating is depleted (see Protection below). |
-
Protection: Inanimate objects have a strength rating to resist
damage. If the attacker rolls well enough to beat the basic difficulty,
but not well enough to beat the added cover modifier (see above) that mean
the shot hit whatever the character was hiding behind. If the object
is hit, roll the attacker's damage against the protection rating below:
Sample Protection |
Body Strength
|
Flimsy wooden door |
1D
|
Standard wooden door |
2D
|
Standard metal door |
3D
|
Reinforced door |
4D
|
Blast door |
6D
|
If the damage roll is lower than the Body Strength
roll, the protection is not damaged at all and the target character suffers
no damage. If the damage roll is equal to or greather than the protection's
Body Strength roll, find the difference on the chart below to see how badly
the protection is damage.
Damage Roll = Body
Strength Roll by:
|
Protection is:
|
0-3
|
Not seriously damaged |
4-8
|
Lightly damaged |
9-12
|
Heavily damaged |
13-15
|
Severely damaged |
16+
|
Destroyed |
A character behind protection may suffer some
damaged depending upon how badly his protection is damaged. Subtract
dice from the attack's damage based on the chart below.
Protection is:
|
Reduce weapon's damage by:
|
Not seriously damaged |
Character is completely protected |
Lightly damaged |
-4D |
Heavily damaged |
-2D |
Severely damaged |
-1D |
Destroyed |
Character suffers full damage. |
-
Armor: Armor protects the wearer from damage. In the
game, add the value of the armor to the Constitution roll of the character
suffering damage. See the Equipment
section for different armor types.
MELEE COMBAT
Hand-to-Hand Combat
Striking:
The standard difficulty to hit with Brawling roll is Very Easy (5).
Damage is equal to the character's Strength roll + 1D per Effect Value
(see Effect Value).
The standard difficulty to hit with Martial Arts is Easy (10), resulting
in damage equal to the character's Strength. A fighter skilled in
Martial Arts may attempt more complicated maneuvers to render more damage,
but must roll against a higher difficulty number to hit.
Blocking:
Character's may attempt to block an attack using their Brawling or
Martial Arts skills. Players must declare they will be attempting
to block before the attack occurs. If they do not, they suffer an additional
-1D when attempting to block.
Example: Lector is in a fight with a demon
thug. He decides to strike but forgets to "hold an action" in case
he needs to block. The thug takes a swing and Lector decides he had
better try to block. He must roll Brawling at -2D. If his blocking
roll is higher than the thug's attack roll, he will have parried the blow.
If not, he may take damage.
Example: Somewhat bruised from last round,
Lector decides he will hold an action this round in case he needs to block.
This means he is -1D to both his attack and blocking roll.
An unarmed character may not attempt to block an attacker with a weapon
without a special Martial Arts move.
Melee Combat
Melee Combat is handled much the same way Unarmed Combat is, except
that the characters involved use Melee Combat and are armed with handheld
weapons.
A character armed with a weapon may use it to block an unarmed assailant.
Damage
When an attacker successfully hits his target, he rolls the appropriate
number of dice to designate damage + 1D per Effect Value (10 over the Difficulty
target number). Ranged weapons do a set amount (e.g. a Heavy Pistol
does 5D damage). Melee weapons do the attacker's Strength + XD, where
X depends on the weapon (e.g. a knife does STR + 1D damage).
The targeted character then rolls his Constitution dice and adds any
armor value, if armor is worn. If the target's Constitution roll
is greater than the attacker's roll, the she had resisted the damage.
If not, consult the table below for results:
Damage Roll
=
Constitution Roll
by:
|
Effect
|
Description
|
0-3 |
Stunned |
Character suffers a -1D
to all skill and attribute dice for the rest of the round and the next.
If a character suffers a number of stuns equal to her Constitution, she
falls unconscious for 1d6 minutes. |
4-8 |
Wounded |
Characters fall prone
and can take no actions for the rest of the round. The character
suffers a -1D to all skills and attributes until healed. A character
who is wounded a second time is Wounded Twice (suffers -2D to all actions
until healed). A character who is Wounded a third time is Incapacitated. |
9-12 |
Incapacitated |
An incapacitated character
falls prone and is knocked unconscious for 10D minutes. The character
can't do anything until healed. An Incapacitated character who is
Wounded or Incapacitated again is Mortally Wounded. |
13-15 |
Mortally Wounded |
Falls prone, is unconscious
and will remain that way until healed. At the end of each round the
character is unconscious, roll 2D. If the number rolled is less than
the number of rounds that the character has been mortally wounded, the
character dies. A Mortally Wounded character who is Wounded or worse
again, is Killed. |
16+ |
Killed. |
Instantly killed.
Can only be saved with a Heroic (50) First Aid roll within 1 round or through
very powerful magicks. |
HEALING
Characters can heal in a variety of ways, but the three most common
methods are natural healing, first aid kits, and medical facilities.
Natural Healing:
A character can heal naturally, but this process is both slower and
riskier than getting medical care. The character must rest a specified
amount of time and then can make a healing roll: the character's
full Constitution to see if the character heals.
Healing characters can do virtually nothing but rest. A character
who tried to work, exercise or adventure must subtract -1D from his Constitution
when he makes his healing roll. Any character who opts to "take it
easy" and do virtually nothing for twice the necessary time may add +1D
to his Constitution to heal.
A Wounded character must rest for three standard days before rolling
to heal:
Constitution Roll
|
Result |
2-4
|
Character worsens to
Wounded Twice. |
5-6
|
Character remains Wounded. |
7+
|
Character is fully healed. |
A character who is Wounded Twice must rest for three days before rolling
to heal:
Constitution Roll
|
Result |
2-4
|
Character worsens to
Incapacitate. |
5-6
|
Character remains Wounded
Twice. |
7+
|
Character improves to
Wounded. |
Incapacitated characters must rest for two weeks before making a healing
roll:
Constitution Roll |
Results |
2-6
|
Characters worsen to
Mortally Wounded. |
7-8
|
Character remains Incapacitated. |
9+
|
Character improves to
Wounded Twice. |
Mortally Wounded characters must rest for one month (30 monthly days)
before making a healing roll.
Constitution Roll |
Results |
2-6
|
Character dies. |
7-8
|
Character remains Mortally
Wounded. |
9+
|
Character improves to
Incapacitated. |
First Aid Kits
First Aid kits usually have bandages, antiseptics, anti-inflammatories,
painkillers and other lightweight medical supplies. A standard kit
can be used two times before needing to be restocked.
A First Aid roll is required to use a First Aid kit.. The difficulty
depends on the severity of the patient's injury:
Degree of Injury |
Difficulty |
Stunned, unconscious |
Very Easy |
Wounded or Wounded Twice |
Easy |
Incapacitated |
Moderate |
Mortally Wounded |
Difficult |
Killed |
Heroic (50) (must
be attempted the round after the patient has been killed). |
If the First Aid roll is successful, the patient heals one level.
Stunned and Wounded characters are fully healed. Wounded Twice are
Wounded. Incapacitated are Wounded Twice. Mortally Wounded
are Incapacitated.
If the First Aid roll is unsuccessful, the character's condition remains
the same. If the First Aid roll misses the difficulty by more than
10 points, the patient remains the same and another First Aid roll cannot
be made for another 24 hours.
Multiple First Aid attempts can be made on a patient within a single
day, but the First Aid difficulty increases one level for each additional
use.
Medical Facilities
Professional medical facilities and underground "black-market" clinics
may provide advanced medical care (for an advanced cost!)..
To treat an injured person with these facilities, a character must have
the Medicine (A) skill.
Degree of Injury |
Difficulty and Time |
Wounded |
Very Easy with 1D hours
of care. |
Incapacitated |
Easy with 4D hours of
care. |
Mortally Wounded |
Moderate with 1D days. |
Killed |
Unearthly with 10D days. |
|