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A sneak peek at some rules Mechanics....(work in progress)

BATTLEFORCE CHRONICLES RULES PREVIEW

ATTACK AND DEFENCE VALUES

The following is a snippet of the Rules I promised as a preview. I am over halfway working through the skill list (a marathon not a sprint!) and thought I would take time out to post this up to give you a taste of the game mechanics and get some feedback. Any and all suggestions and criticism are welcome, and since it is a flowing project, I am happy to change things up for the better. Please let me know what you think in the comments, thank you. __________________________ Attack Value – Attack Value is a Static value depending on the type of weapon being used, and will be recorded separately on the character sheet. It is used in combat (see chapter on combat for more information) to determine if an attack hits or not. To determine you Attack Value, you need to add an appropriate attribute with whatever weapon you are using, and then if there are any additional skill mods for that weapon.

Attack Value – (AV) = Ability +Weapon + Weapon Skill = Attack Value.

For example: John is making his character who wants to be an expert at the pistol. John has a Muscle Score of 5 , an Agility score of 3 and is skilled in the use of pistols. His pistol of choice is the 10mm Armour Piecing Eagle, which give a bonus AV score of +1 , as well as his skill in pistols adds another +2. So checking the bonuses, John writes on the character sheet next to his pistol the AV in the space provided.

The AV for Johns character is as follows. Due to the small nature of the pistol, Muscle is not a factor, so he would be just using his Agility score. The AV therefore is 6 (3 for Agility, +1 for Pistol, +2 for skill. When he goes to attack someone with the pistol, he will roll a d20 and add 6 to the result. That final value must be higher than the opponents defence Value for the attack to be successful.

Defence Value – Defence value is a representation on how hard you are to hit and or if hit, does the attack penetrate your armour. The Defence Value is determined by your Agility attribute, any appropriate skills you may have and the armour your wearing. The Defence value should only change once you find some new armour.

Defence Value – (DV) = Agility + Skill + Armour = Defence Value.

So in continuing the example from above: John was confronted by three Mutant Raiders and when they attack, John was determined to be ready. John knows some dodging techniques that allow him to dive out of the way. John was wearing boiled leather raider armour salvaged. This Armour has a Armour Rating (AR) of 4, so Johns Defence Rating ends up being 8. (Agility of 3, Dodging bonus of 1, AR of 4). So when he is attacked, John rolls a d20 and adds 8 to the score. If this is higher than the attackers Attack Rating, the Attacker misses”.

KEEPING THE EPIC STORY FEELING ALIVE

Another facet to this game which is unique is the use of Epic Story Points. When you first create a character, you have one (1) Epic Story Point. During the course of a gaming session, you can decide, at any point to spend your Epic Story Point. The effect of spending this can vary depending on what you want your character to accomplish. So, if you are wanting to attempt a death defying acrobatic feat (such as ziplining down with an Uzi submachine gun in each hand and had to rescue a pregnant hostage from Mutant Terrorists, you could use your Epic Story point to succeed in this action automatically). Other uses for it include using it say in combat, it makes the attack hit automatically and act as a stage 4 Critical attack. (See Combat Chapter)

As your character gains, more levels, they will gain access to an increased amount of Epic Story Points, and when they rest for a month (or the end of the current adventure) you regain any spent points.

KARMA

Karma is a category where you can have either positive or negative Karma. All characters begin with a Karma of 0. Through the game and facets of your character doing good deeds, they will earn positive Karma, or doing something evil and your character will earn negative Karma. If your Karma falls below 0 for evil actions, you receive a -1 on all rolls depending on how low your Karma is (so a -3 Karma is a -3 to all rolls). The same is said for positive Karma and additions (a Karma of 1 would give you +1 to all rolls).

You can regain Karma, if you do good deeds when it is below 0, but it takes double the deeds to regain a negative Karma point. (For example, if you have a Karma score of -1, it would take two (2) positive actions to raise the Karma from -1 to 0). The GM decides when, and how much Karma your character gains or losses and is usually done once per gaming session.

At the end of the adventure if your character wants to atone and regain lost Karma, then he/she can attend a Meditation Retreat in the Dragons Teeth Mountain Range, that will purge all negative Karma and reset it back to 0. To accomplish this takes a month of Meditation and you must success in a successful “Psyche” roll on d20 taking into effect the current Karma Penalty. (For example, you have a Karma of -1 and want to regain this, resetting back to 0, and your character has a Psyche Score of 8. To succeed you need to roll OVER 8 on a d20 (taking into account the -1, so essentially a 9 or higher is needed to regain that Karma point, setting it back to 0). If you fail, you can spend another month, but it is a cumulative -1 penalty until you reach a required roll of 20 or return to the world and work hard to be a better person.


 
 
 

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