ZeroSpace 3e EN:Actions: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace]] [[ZeroSpace|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_3e_EN:Contents]] [[ZeroSpace_3e_EN:Contents|Contents]]
{{TOC right}}
{{TOC right}}
Now we come to the most complicated part of ''ZeroSpace'': actions! There are a lot of rules here because we tried to address the most common actions a character would attempt. However, just because we wrote it down doesn't mean you have to use it, nor should you feel constrained from making a call if a situation arises that we did not anticipate. You should treat these rules as examples, not as restrictions on your own sense of fun and fair play.
Now we come to the most complicated part of ''ZeroSpace'': actions! There are a lot of rules here because we tried to address the most common actions a character would attempt. However, just because we wrote it down doesn't mean you have to use it, nor should you feel constrained from making a call if a situation arises that we did not anticipate. You should treat these rules as examples, not as restrictions on your own sense of fun and fair play.


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If you can play a fun game of ''ZeroSpace'' without referring to these rules, you should. Applying your best judgement is often a better solution than trying to find a rule that applies to a specific situation. Remember that player choice, not the roll of the dice, drives the game.
If you can play a fun game of ''ZeroSpace'' without referring to these rules, you should. Applying your best judgement is often a better solution than trying to find a rule that applies to a specific situation. Remember that player choice, not the roll of the dice, drives the game.


==Time And Distance==
==Order Of Play==
 
===Time===


Time is important. Without some way to keep track of time, everything would happen at once, and that would be terribly confusing.  
Time is important. Without some way to keep track of time, everything would happen at once, and that would be terribly confusing.  
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Time in the game is usually divided into scenes. A scene typically starts when the characters arrive at a place, and ends when they leave. A scene could also be a period of time while the characters are together and moving toward a destination. In some cases, a scene might end even though the characters haven't moved at all, such as when they go to sleep, or when a fight ends and they begin talking about their plans for what to do next. Any time you feel would be a good time to "go to a commercial" or "start a new chapter", that's a good time to end the scene and start a new one.
Time in the game is usually divided into scenes. A scene typically starts when the characters arrive at a place, and ends when they leave. A scene could also be a period of time while the characters are together and moving toward a destination. In some cases, a scene might end even though the characters haven't moved at all, such as when they go to sleep, or when a fight ends and they begin talking about their plans for what to do next. Any time you feel would be a good time to "go to a commercial" or "start a new chapter", that's a good time to end the scene and start a new one.


If the characters are in combat or in some other tense situation, time seems to slow down. Every decision takes on a greater importance. A video game designer from the early 2000s might call this "bullet time", but we just call it combat time.
Combat time is divided into rounds. One combat round is six seconds, give or take, giving us ten rounds per minute. In a round, each character gets a turn. During their turn, a character can travel a distance up to their base movement (walking, typically) and still have time to do something useful (such as making an attack or using a skill) as well as engage in some banter with their teammates or anyone else nearby (such as telling one's lackeys to "fly, you fools!"). We call these "move actions", "standard actions", and "roleplaying actions", respectively. A character can perform these actions in any order.


Combat time is divided into rounds. One combat round is six seconds, give or take, giving us ten rounds per minute. In a round, each character gets a turn. During their turn, a character can travel a distance up to their base movement (walking, typically) and still have time to do something useful (such as making an attack or using a skill) as well as engage in some banter with their teammates or anyone else nearby (such as telling one's lackeys to "run, you fools!"). We call these "movement actions", "task actions", and "roleplaying actions", respectively. A character can perform a task before they move or after they move, but they can't usually break up their movement to perform a task in the middle of it.


''Example:''
''Example:''
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 1''
| class="alignleft"|''Round 1''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|- class="evenrow"
|-
| class="alignleft"|''Round 2''
| class="alignleft"|''Round 2''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|- class="evenrow"
|-
| class="alignleft"|''Round 3''
| class="alignleft"|''Round 3''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|}
|}


===Movement===
In a round, a character can normally walk three times their Agility in meters and still have time to take an action (such as attack). This is referred to as the character's base speed, or walking speed. A character's running speed is double their walking speed, and their sprinting speed is six times their walking speed.
A character's base swimming speed is one-third their Agility in meters, and their base standing long jump is one-half their Brawn in meters. Swimming may be used to "run" (make a double move) or "sprint" (move all-out), but jumping may not. However, with a running long jump, the character's ground movement is added to their standing long jump distance.
{| cellpadding="4" cellspacing="1"
|+Table: Agility based movement
|-
|
{| cellpadding="4" cellspacing="1"
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Walk
! class="aligncenter"|Run
! class="aligncenter"|Sprint
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|9 m
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
|- class="oddrow"
| class="aligncenter"|3
| class="alignright"|5 m
| class="alignright"|9 m
| class="alignright"|27 m
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|6 m
| class="alignright"|12 m
| class="alignright"|36 m
|- class="oddrow"
| class="aligncenter"|5
| class="alignright"|8 m
| class="alignright"|15 m
| class="alignright"|45 m
|- class="evenrow"
| class="aligncenter"|6
| class="alignright"|9 m
| class="alignright"|18 m
| class="alignright"|54 m
|- class="oddrow"
| class="aligncenter"|7
| class="alignright"|11 m
| class="alignright"|21 m
| class="alignright"|63 m
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|12 m
| class="alignright"|24 m
| class="alignright"|72 m
|- class="oddrow"
| class="aligncenter"|9
| class="alignright"|14 m
| class="alignright"|27 m
| class="alignright"|81 m
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|15 m
| class="alignright"|30 m
| class="alignright"|90 m
|}
|
{| cellpadding="4" cellspacing="1"
|- class="h1row"
! class="aligncenter"|Rank
! class="aligncenter"|Swim
! class="aligncenter"|Fast Swim
! class="aligncenter"|Swim Sprint
|- class="oddrow"
| class="aligncenter"|1
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|2 m
|- class="evenrow"
| class="aligncenter"|2
| class="alignright"|1 m
| class="alignright"|1 m
| class="alignright"|4 m
|- class="oddrow"
| class="aligncenter"|3
| class="alignright"|1 m
| class="alignright"|2 m
| class="alignright"|6 m
|- class="evenrow"
| class="aligncenter"|4
| class="alignright"|1 m
| class="alignright"|3 m
| class="alignright"|8 m
|- class="oddrow"
| class="aligncenter"|5
| class="alignright"|2 m
| class="alignright"|3 m
| class="alignright"|10 m
|- class="evenrow"
| class="aligncenter"|6
| class="alignright"|2 m
| class="alignright"|4 m
| class="alignright"|12 m
|- class="oddrow"
| class="aligncenter"|7
| class="alignright"|2 m
| class="alignright"|5 m
| class="alignright"|14 m
|- class="evenrow"
| class="aligncenter"|8
| class="alignright"|3 m
| class="alignright"|5 m
| class="alignright"|16 m
|- class="oddrow"
| class="aligncenter"|9
| class="alignright"|3 m
| class="alignright"|6 m
| class="alignright"|18 m
|- class="evenrow"
| class="aligncenter"|10
| class="alignright"|3 m
| class="alignright"|7 m
| class="alignright"|20 m
|}
|}
{| cellpadding="4" cellspacing="1"
|+Table: Standing Long jump
|- class="h1row"
! class="aligncenter"|Brawn
! class="aligncenter"|Standing Long jump
|- class="oddrow"
| class="aligncenter"|1
| class="aligncenter"|1 m
|- class="evenrow"
| class="aligncenter"|2
| class="aligncenter"|1 m
|- class="oddrow"
| class="aligncenter"|3
| class="aligncenter"|2 m
|- class="evenrow"
| class="aligncenter"|4
| class="aligncenter"|2 m
|- class="oddrow"
| class="aligncenter"|5
| class="aligncenter"|3 m
|- class="evenrow"
| class="aligncenter"|6
| class="aligncenter"|3 m
|- class="oddrow"
| class="aligncenter"|7
| class="aligncenter"|4 m
|- class="evenrow"
| class="aligncenter"|8
| class="aligncenter"|4 m
|- class="oddrow"
| class="aligncenter"|9
| class="aligncenter"|5 m
|- class="evenrow"
| class="aligncenter"|10
| class="aligncenter"|5 m
|}
If the character is running or sprinting, they gain a defense bonus (+3).
A character may move all-out for up to one minute, but then may move no faster than their base speed for an amount of time ten times as long as they were sprinting. So a character who sprinted for three rounds (18 seconds) may not run or sprint for thirty rounds (180 seconds).
===Range Bands===
There are five range bands: hand-to-hand, short, medium, long, and remote. Hand-to-hand range is the distance that a character can reach with their hands or with a hand-held weapon: anywhere from "in your face" up to about two meters. Short range is the distance that a character can easily reach with small hand-held weapons, or with thrown weapons with a bit of luck: up to ten meters. Medium range is too far for thrown weapons, but is within range of most small arms: up to fifty meters or so. Long range is too far for most handguns, but is within range of most rifles, with careful aim and a steady hand: up to 500 meters. A few weapons have even greater range, called "remote": these effectively have no maximum range.
Weapons and powers that are useful at a distance have an effective range given in their description. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs an attack penalty (-3).
{| cellpadding="4"
|+Table: Range bands
|- class="h1row"
! class="alignleft" |Range
! class="alignleft" |Typical weapons
|- class="oddrow"
| class="alignleft" |Hand-to-hand
| class="alignleft" |Fist, sword, psiblade
|- class="evenrow"
| class="alignleft" |Short (10 m)
| class="alignleft" |Blaster pistol, flamethrower, grenade
|- class="oddrow"
| class="alignleft" |Medium (50 m)
| class="alignleft" |Blaster rifle, wrist rocket
|- class="evenrow"
| class="alignleft" |Long (500 m)
| class="alignleft" |Sniper rifle, blaster cannon
|- class="oddrow"
| class="alignleft" |Remote
| class="alignleft" |Long-range artillery, guided missile
|}
==Order Of Play==


Everything that happens in a round is assumed to occur more or less simultaneously, but the players can't all speak at once. To keep the game orderly, we need a way to determine the order in which characters act when combat starts.
Everything that happens in a round is assumed to occur more or less simultaneously, but the players can't all speak at once. To keep the game orderly, we need a way to determine the order in which characters act when combat starts.


The most important factor in determining who acts before whom is situational awareness. If a character is not aware of their opponent, then they don't have the opportunity to attack. For example, if a player character is lurking on a rooftop and observes a squad of Voyan troopers breaking into a storehouse, there is no need to roll to see who goes first. The Voyans are unaware that there is anyone to fight, so they continue carrying crates of supplies out of the storehouse. In the first round of combat, only the player character has the opportunity to act. Depending on what the player character does and how sneaky they are, it's possible that they might be the only one with an opportunity to act for several rounds. Only after the Voyans become aware of the player character do they get the opportunity to act. At that point, the order of action in each round is the player character first, and then the Voyans. If the combatants become aware of their adversaries in a set order, then that is the order in which they act in combat -- at least, until someone changes it.
===Initiating Conflict===
 
Normally, characters take their actions in the same order that they have an opportunity to act. However, if the various combatants become aware of each other more or less simultaneously, or if you would prefer to roll dice to see who goes first, the players and the GM should each make a Perception task roll at the beginning of the scene. Turns proceed each round from the highest roller to lowest.


The environment always goes last in a round. Any falling objects (including characters) fall, and any uncontrolled vehicles move, after all characters have had the opportunity to use their actions. This does not include thrown projectiles or character-controlled vehicles. If any object or vehicle is under direct control by a character, then the object or vehicle will move when that character moves it or at the end of the round, at the character's option. If a character chooses not to control a vehicle, then the vehicle will move at the end of the round.
If a character wishes to initiate a conflict, each player makes a Perception (Reason) roll for their character, and the GM makes a Perception (Reason) roll for each antagonist. If one or more characters gets the drop on their opponents (an ambush, for example), the characters with the advantage each get a bonus die on their initiative roll. Actions proceed each round from highest roller to lowest, with each character getting a turn. When every character has had the opportunity to take a turn, the highest initiative goes again, and so on until the conflict has ended.


If your character starts the scene by going last, either because your character was caught unaware or because you rolled poorly at the beginning of the scene, don't worry too much about it. Any character may delay their turn in a round, or force their next action to do something defensive.
The environment always goes last in a round. Any falling objects (including characters) fall, and any uncontrolled vehicles move, after all of the characters have had the opportunity to take their turn. If any object or vehicle is under the direct control of a character, then the object or vehicle will move when that character moves it.
 
Of course, this is all just an abstraction to make task resolution easier. In reality, everything that happens in a round occurs more or less simultaneously. The difference between going first in a round and going last in a round is less a matter of time and more a matter of who has the better awareness of the situation at that moment.


===Delaying A Turn===
===Delaying A Turn===


If a player does not wish to use their character's turn when they have the opportunity, perhaps wanting to wait and see what an opponent does, the character may delay their turn, with the option of using it later in the round or on a successive round. The character may then pre-empt another character's turn.
If a player does not wish to use their character's turn when they have the opportunity, perhaps wanting to wait and see what an opponent does, the character may delay their turn, with the option of using it later in the round or on a successive round. The character may then interrupt another character's turn.


Delaying a turn does not alter the order of play. After the character has taken their turn, the order of play resumes its previous sequence.
Delaying a turn does not alter the order of play. After the character has taken their turn, the order of play resumes its previous sequence.
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''Example:''
''Example:''


''Combat starts when Soraya runs around a corner and sees Virek-Kohl, who is giving commands to his lackeys. The GM declares that the order of play is Soraya, then Virek-Kohl, then Virek-Kohl's lackeys.''
''Combat starts when Soraya runs around a corner and sees Virek-Kohl, who is giving commands to his minions. The GM declares that the order of play is Soraya, then Virek-Kohl, then Virek-Kohl's minions.''


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 1''
| class="alignleft"|''Round 1''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Virek-Kohl's minions' turn''
|}
|}


''On the second round, Issvisk runs around the corner, startling Virek-Kohl's lackeys because, wow, that guy is '''huge'''. The GM declares that the order of play is Soraya, then Virek-Kohl, then Issvisk, then Virek-Kohl's lackeys.''
''On the second round, Issvisk runs around the corner, startling Virek-Kohl's minions because, wow, that guy is '''huge'''. The GM declares that the order of play is Soraya, then Virek-Kohl, then Issvisk, then Virek-Kohl's minions.''


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 2''
| class="alignleft"|''Round 2''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|}
|}


''On the third round, Soraya delays her turn, waiting to see what Issvisk does. When it is Issvisk's turn, he attempts to grapple with Virek-Kohl. Soraya uses her delayed turn to assist Issvisk by [[ZeroSpace:Actions#Combining_Attacks|combining her attack]] with his.''
''On the third round, Soraya delays her turn, waiting to see what Issvisk does. When it is Issvisk's turn, he attempts to grapple with Virek-Kohl. Soraya uses her delayed turn to assist Issvisk by [[ZeroSpace_3e_EN:Actions#Combining_Effort|combining her attack]] with his.''


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 3''
| class="alignleft"|''Round 3''
| class="alignleft"|''Virek-Kohl's turn<br />Issvisk's turn<br />Soraya's turn (delayed)<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Virek-Kohl's turn<br />Issvisk's turn<br />Soraya's turn (delayed)<br />Virek-Kohl's minions' turn''
|}
|}


Line 279: Line 74:


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 4''
| class="alignleft"|''Round 4''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|}
|}


Line 291: Line 86:


Forcing an action does not alter the order of play. After the character's next available turn has passed (the turn they sacrificed in order to take a defensive action sooner), the order of play resumes its previous sequence.
Forcing an action does not alter the order of play. After the character's next available turn has passed (the turn they sacrificed in order to take a defensive action sooner), the order of play resumes its previous sequence.


''Example:''
''Example:''


''Continuing from the previous example, on the fifth round, the order of play is Soraya, then Virek-Kohl, then Issvisk, then Virek-Kohl's lackeys.''
''Continuing from the previous example, on the fifth round, the order of play is Soraya, then Virek-Kohl, then Issvisk, then Virek-Kohl's minions.''


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 5''
| class="alignleft"|''Round 5''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|}
|}


''On the sixth round, Soraya makes short work of two of Virek-Kohl's lackeys with a [[ZeroSpace:Actions#Sweep_Attacks|sweep attack]]. Virek-Kohl then pulls out a sinister-looking weapon, aims it at Issvisk, and fires. Soraya [[ZeroSpace:Actions#Forcing_An_Action|forces her next action]] to leap between Virek-Kohl and Issvisk, taking the full brunt of Virek-Kohl's attack.''
''On the sixth round, Soraya makes short work of two of Virek-Kohl's minions with a [[ZeroSpace_3e_EN:Actions#Sweep_Attack|sweep attack]]. Virek-Kohl then pulls out a sinister-looking weapon, aims it at Issvisk, and fires. Soraya forces her next action to leap between Virek-Kohl and Issvisk, taking the full brunt of Virek-Kohl's attack.''


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 6''
| class="alignleft"|''Round 6''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Soraya's turn (forced from round 7)<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Soraya's turn (forced from round 7)<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|}
|}


Line 313: Line 109:


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 7''
| class="alignleft"|''Round 7''
| class="alignleft"|''Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|}
|}


Line 321: Line 117:


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|- class="evenrow"
|-
| class="alignleft"|''Round 8''
| class="alignleft"|''Round 8''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's lackeys' turn''
| class="alignleft"|''Soraya's turn<br />Virek-Kohl's turn<br />Issvisk's turn<br />Virek-Kohl's minions' turn''
|}
|}


==Actions==
==Types Of Actions==


There are four kinds of actions a character may perform during their turn in a round: free actions, movement actions, task actions, and roleplay actions. Under normal circumstances, a character can perform one movement action and one task action during their turn. In addition, a character can perform as many free actions and roleplay actions as the GM deems reasonable.
There are three types kinds of actions a character may perform during their turn in a round: move actions, standard actions, and quick actions. Under normal circumstances, a character can perform one move action and one standard action during their turn. In addition, a character can perform as many quick actions as the GM deems reasonable.


When it is not a character's turn, they can still react to events around them. Reactions can be attempted at any time, as often as the GM deems reasonable.
When it is not a character's turn, they can still react to events around them. Free actions can be attempted at any time, as often as the GM deems reasonable.


===Free Action===
{| cellpadding="4" cellspacing="1"
|-
! class="alignleft"|'''On your turn'''
| class="alignleft"|One '''move action'''<br />One '''standard action'''<br />As many '''quick actions''' as the GM deems reasonable
|-
| colspan="2"|
|-
! class="alignleft"|'''Any time'''
| class="alignleft"|As many '''free actions''' as the GM deems reasonable
|}


A free action takes essentially no time. A character can't perform free actions until it is their turn to act in the round, but during their turn, they can perform as many free actions as the GM deems reasonable (perhaps as many as a half dozen). Typical free actions include activating a power (but not attacking with it), deactivating a power, dropping a weapon, crouching behind cover, and so on.
===Move Action===


===Movement Action===
With a move action, a character may move the distance permitted by their [[ZeroSpace_3e_EN:Attributes|Agility and/or Brawn]] (depending on whether they are walking, swimming, or jumping), or they may use a movement power to move up to the distance that the power allows. With the GM's permission, the character may instead perform any equivalent action: opening an access hatch, standing up from a prone or seated position, squeezing the acceleration lever on a hoverbike, or what have you.


With a movement action, a character may stand up from a [[ZeroSpace:Actions#Being_Prone|prone]] or seated position, they may move the distance permitted by their Agility and/or Brawn rank (depending on whether they are running, swimming, jumping, or running and jumping), or they may use a movement power to move up to the distance that the power allows. With the GM's permission, the character may instead perform any equivalent action: opening an access hatch, squeezing the acceleration lever on a hoverbike, or what have you.
A character making a double move (running) gains a bonus die on their defense rolls, but they receive a penalty die on any skill rolls or attack rolls.


Movement does not generally require a task roll, although the GM may require an Athletics task roll if there is some obstacle to the character's free movement (distractions, inclement weather, injury, etc.).
A character making an all-out move (sprinting) gains a bonus die on their defense rolls, but they automatically fail all other rolls.


===Task Action===
Movement itself does not generally require a roll, although the GM may require an Athletics (Agility) roll if there is some obstacle to the character's free movement (distractions, inclement weather, uneven ground, etc.), and reduce the character's movement to one-half its normal value if they fail the roll.


With a task action, a character may attempt to perform one task. This could be attempting a skill task roll, attempting to attack an opponent in combat, activating a power and attacking someone with it, or a similar activity. Under normal circumstances, a character may perform a task action before, during, or after a movement action.
===Standard Action===


===Roleplay Action===
With a standard action, a character may attempt to perform one task. This could be attempting a skill roll, attempting to attack an opponent in combat, activating a power and attacking someone with it, or a similar activity. Under normal circumstances, a character can perform this action before, during, or after they move.


Like a free action, a roleplay action takes essentially no time. During their turn, the character can perform as many roleplay actions as the GM deems reasonable (perhaps as many as a half dozen). Typical roleplay actions include banter with the character's teammates, making fun of an enemy's name or uniform, or declaring that the opponent "shall not pass".
===Quick Action===


Unlike free actions, a character can usually perform roleplay actions at any time, whether it is their turn or not. ''ZeroSpace'' makes roleplaying an explicit action during combat to encourage players to roleplay. In the heat of combat, it can be easy to forget that roleplaying is an essential part of the game.
A quick action takes essentially no time. A character can't perform quick actions until it is their turn to act in the round, but during their turn, they can perform as many quick actions as the GM deems reasonable (perhaps as many as a half dozen). Typical quick actions include activating a power (but not attacking with it), deactivating a power, dropping a weapon, crouching behind cover, and so on.


===Reaction===
===Free Action===


Reactions are usually responses to something another character does, and are usually made at the request of the GM. A character can perform reactions at any time, as often as the GM deems reasonable.
A free action takes essentially no time and can be performed at any time, as often as the GM deems reasonable. Roleplaying, for example, is a free action. This might include banter with the character's teammates, making fun of an enemy's name or clothing, or declaring that the opponent "shall not pass". A free action may also be a response to something another character does, usually at the request of the GM.


==Rolling Dice==
==Rolling Dice==


When a character attempts a task, and the outcome is either contested or there is some random element involved, the player rolls 2d6, counts the dots, and adds the result to their character's relevant attribute. This roll is compared to 8 plus a difficulty the GM assigns. The attempt succeeds if the player's roll equals or exceeds the target number.
All rolls are skill rolls. When a character attempts a skill roll, and the outcome is either contested or there is some random element involved, the player must roll dice to see if the character succeeds. The player rolls their dice, counts the dots, and adds the result to the character's relevant attribute. They then add the rating of their relevant equipment, if any. This roll is compared to their opponent's roll plus their relevant attribute and equipment. If the player's total equals or exceeds the target number, the character's attempt succeeds. There is no need to roll for routine tasks: characters automatically succeed at routine tasks.


===Unopposed Tasks===
<center>'''All rolls are skill rolls.'''</center>


Unopposed tasks are those tasks where no one is actively working against the character. When attempting an unopposed task, the GM simply sets a difficulty. More difficult tasks have a higher difficulty. The attempt succeeds if the player's roll equals or exceeds the target number, which is 8 plus the difficulty.


<center>'''2d6 + relevant attribute [+3 if the character has a bonus, or -3 if the character has a penalty] vs. 8 + difficulty'''</center>
{| cellpadding="4" cellspacing="1"
|+Table: Opposed rolls
|-
! class="aligncenter h1cell" colspan="3"|Action Total<br />(Attacker)
|
! class="aligncenter h1cell" colspan="3"|Target Number<br />(Defender)
|-
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="alignleft"|1d6
| class="alignleft"|Unskilled
|-
| class="alignleft"|2d6
| class="alignleft"|Has Skill
|-
| class="alignleft" style="padding-bottom:0px"|2d6
| class="alignleft" style="padding-bottom:0px"|Has Expertise
|-
| class="alignright" colspan="2" style="padding-top:0px"|(Re-roll 1s and 2s)
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Skill (Attribute)
|-
| class="alignleft"|Hand-to-hand Combat (Brawn)
|-
| class="alignleft"|Ranged Combat (Agility)
|-
| class="alignleft"|Mental Combat (Power Level)
|-
| class="alignleft"|etc.
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''vs''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="alignleft"|1d6
| class="alignleft"|Unskilled
|-
| class="alignleft"|2d6
| class="alignleft"|Has Skill
|-
| class="alignleft" style="padding-bottom:0px"|2d6
| class="alignleft" style="padding-bottom:0px"|Has Expertise
|-
| class="alignright" colspan="2" style="padding-top:0px"|(Re-roll 1s and 2s)
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Skill (Attribute)
|-
| class="alignleft"|Hand-to-hand Combat (Brawn)
|-
| class="alignleft"|Ranged Combat (Agility)
|-
| class="alignleft"|Mental Combat (Presence)
|-
| class="alignleft"|etc.
|}
|}


Routine tasks do not require a roll at all: if a character has any competence at all with a routine task, they succeed. In most cases, if the GM requires the player to roll dice to successfully complete a task, it's because the GM has deemed that task "challenging". Challenging tasks require a roll to resolve, and have a difficulty of 3. More difficult tasks have a higher difficulty, requiring a greater roll in order to perform the task successfully.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Difficulty examples
|+Table: Unopposed rolls
|- class="h1row"
|-
! class="aligncenter" colspan="2"|Difficulty
! class="aligncenter h1cell" colspan="3"|Action Total
! class="alignleft"|Examples
|
|- class="oddrow"  
! class="aligncenter h1cell" colspan="3"|Target Number
| class="aligncenter"|--
|-
| class="alignleft"|Routine
| style="vertical-align:top"|
| class="alignleft"|Understand and modify simple machines, operate familiar technology
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="evenrow"  
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="alignleft"|1d6
| class="alignleft"|Unskilled
|-
| class="alignleft"|2d6
| class="alignleft"|Has Skill
|-
| class="alignleft" style="padding-bottom:0px"|2d6
| class="alignleft" style="padding-bottom:0px"|Has Expertise
|-
| class="alignright" colspan="2" style="padding-top:0px"|(Re-roll 1s and 2s)
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter h2cell-alt" style="vertical-align:middle"|Skill (Attribute)
|-
| class="alignleft"|Culture (Reason)
|-
| class="alignleft"|Finesse (Agility)
|-
| class="alignleft"|Performance (Presence)
|-
| class="alignleft"|etc.
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''vs''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
|-
| class="aligncenter"|2d6
|}
! style="vertical-align:top"|
{| cellpadding="4" cellspacing="1"
|-
| class="aligncenter"|''plus''
|}
| style="vertical-align:top"|
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|-
! class="aligncenter h2cell-alt" colspan="2" style="vertical-align:middle"|Difficulty Value (DV)
|-
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Challenging
| class="alignleft"|Moderately difficult
| class="alignleft"|Understand and modify familiar technology, operate advanced technology
|-  
|- class="oddrow"
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Demanding
| class="alignleft"|Remarkably difficult
| class="alignleft"|Design and build familiar technology, understand and modify advanced technology
|-  
|- class="evenrow"
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignleft"|Frustrating
| class="alignleft"|Extremely difficult
| class="alignleft"|Design and build advanced technology, operate advanced alien technology
|-  
|- class="oddrow"
| class="aligncenter"|12
| class="aligncenter"|12
| class="alignleft"|Nigh-impossible
| class="alignleft"|Inconceivable!
| class="alignleft"|Understand and modify advanced alien technology
|}
|}
|}


===Opposed Tasks===


Opposed tasks are those tasks where the character is actively competing against an opponent. This is often the result of combat, but it may be something non-violent. For example, a computer hacker may be trying to penetrate a system while the system administrator is trying to close the back door and locate the hacker. The person initiating the conflict rolls the dice, and the attack succeeds if the attacker's roll equals or exceeds the target number, which is 8 plus the defender's relevant attribute.
===Skill Roll===


<center>'''2d6 + attacker's attribute [+3 or –3] vs. 8 + defender's attribute [+3 or –3]'''</center>
If the character has the needed skill, the player rolls 2d6. If the character has Expertise with the needed skill, re-roll any 1s and 2s until all dice have a 3 or higher. This applies to any bonus dice, as well.


===Bonuses And Penalties===
A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can tell a lie with a Deception (Presence) roll, but not everyone can recite an epic poem and keep the audience's attention. If a character attempts a task in which they have no skill, the player rolls one die instead of two. For example, if a character is attacked by an enemy with a knife, but the defender does not have the Hand-to-hand Combat skill, the defender rolls 1d6 and adds their Brawn.


If a task roll has a bonus or a penalty, only one task roll bonus '''or''' one task roll penalty applies to a single roll, and only one bonus '''or''' one penalty applies to a single difficulty. If a character incurs one or more task roll bonuses, or one or more task roll penalties, any bonuses or penalties after the first are disregarded. If a character incurs one or more task roll bonuses '''and''' one or more task roll penalties, they cancel each other out and are disregarded.
Most skills are associated with a specific attribute (Agility, Brawn, etc.). However, the relevant attribute might change depending on the circumstances. A character's relevant attribute is added to their dice roll.


Similarly, if a character incurs one or more bonuses to a difficulty, or one or more penalties to a difficulty, any bonuses or penalties after the first are disregarded. If a character incurs one or more bonuses '''and''' one or more penalties to a difficulty, they cancel each other out and are disregarded. It is possible to have a bonus (or a penalty) on a roll and also have a bonus (or a penalty) on the difficulty for that roll.
When making a skill roll, the character may add the power level (PL) rating of their equipment to their roll. Simple or multipurpose equipment, such as a universal hand tool, generally has a PL of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a PL of 3.


<center>'''A bonus is always +3. A penalty is always -3. Only one bonus OR one penalty applies to a single roll.'''</center>
Some powers and gifts allow a character to add their Power Level to a skill roll. If the character has more than one such ability, the character's Power Level is added to their skill roll only once. The PL from a character's powers does not usually stack with the PL of their equipment: the character gets the benefit of whichever PL is greater.


====Combining Effort====
===Difficulty===


Multiple characters can work together on a problem to increase their effectiveness. All of the characters working on the problem make a task roll as usual. The total number of characters working on the problem is added to the highest task roll (all other rolls are discarded).
The difficulty of the task depends on whether someone or something is actively working against the character.


Some tasks might benefit from a multidisciplinary approach. For example, disabling an alien doomsday weapon would obviously benefit from engineering expertise, but a keen understanding of alien psychology or linguistics could also be helpful. This allows characters with different skills to combine their efforts to accomplish the task.
====Opposed Tasks====


===Extended Tasks===
If the character is actively competing against an opponent, the target number is usually equal to the opponent's roll plus their relevant attribute, plus the rating of their equipment, if any. In combat, the relevant attribute of the target is normally Brawn for Hand-to-hand Combat attacks, Agility for Ranged Combat attacks, and Presence for Mental Combat attacks. However, the attribute used for the opponent's roll might change depending on the circumstances. Both the character and their opponent add the rating of their relevant equipment, if any, to their roll (only the highest rated piece of equipment applies).


Some tasks are more complex or time-consuming than can reasonably be resolved with a single task roll. For example, constructing a starship and racing through a city would both be extended tasks. When attempting an extended task, the GM sets a difficulty and the required number of successes. The GM might also set a maximum number of attempts, to indicate tasks which have a time limit or a penalty for failure, such as disarming a bomb before it explodes. If a character attempting an extended task rolls an extreme success, this counts as two successes toward accomplishing the extended task. In extended opposed tasks, such as a competition between rival scientists to create a cure for a disease, the first person or team to achieve the required number of successful task rolls succeeds at the task.
====Unopposed Tasks====


===Failure===
If no one is actively working against the character, the GM simply sets a difficulty value (DV). In most cases, if the GM requires the player to roll dice to accomplish an unopposed task, it's because the GM has deemed that task "moderately difficult". Moderately difficult tasks have a difficulty value of 3 (DV 3). More difficult tasks have a higher difficulty value.


Failing a task roll, particularly a skill roll, is not the end of the world. A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed skill attempt be a dead-end, it should mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects. Remember that success and failure are both paths to the same goal: to make the game more fun. Failure is okay. Boredom is not.


<center>'''Failure should never make the game less interesting.'''</center>
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Difficulty value examples
|-
! class="aligncenter" colspan="2"|Difficulty Value
! class="alignleft"|Examples
|-
| class="aligncenter"|--
| class="alignleft"|Routine
| class="alignleft"|Perform a familiar task under ordinary conditions
|-
| class="aligncenter"|3
| class="alignleft"|Moderately difficult
| class="alignleft"|Perform a familiar task under hostile conditions, or an unfamiliar task under ordinary conditions
|-
| class="aligncenter"|6
| class="alignleft"|Remarkably difficult
| class="alignleft"|Perform an unfamiliar task under hostile conditions
|-
| class="aligncenter"|9
| class="alignleft"|Extremely difficult
| class="alignleft"|Perform an esoteric task under ordinary conditions
|-
| class="aligncenter"|12
| class="alignleft"|Inconceivable!
| class="alignleft"|Perform an esoteric task under hostile conditions
|}


For example, Virek-Kohl is trying to intimidate a low-level G'Dri technician into revealing details about the organization's plans to distribute a new, highly addictive psychoactive chemical disguised as a nutritional supplement. The GM sets the difficulty of this task to 3, but Virek-Kohl's player rolls a total of 9 (which is less than 8 + 3, sadly). Rather than having this be the end of this line of inquiry, the GM has several options.


* ''' ''Quid pro quo'':''' The technician will give Virek-Kohl the information, but only if Virek-Kohl gives the technician something in exchange. This could be something as prosaic as credits, but with a G'Dri the cost is more likely to be something rare or unique, such as blueprints for an experimental device or a sample of Virek-Kohl's DNA.
There is no need to roll for routine tasks: characters automatically succeed at routine tasks. Similarly, there is usually no need to roll if there is no penalty for failure and/or no time limit: it might take months, but the character will succeed eventually.
* '''Red herring:''' The technician tells Virek-Kohl what he wants to hear, but the information is not true or it leads Virek-Kohl off on a wild goose chase. If the technician is clever, he may send Virek-Kohl after a local Voyan installation that has been causing problems for the G'Dri.
* '''Stirring the pot:''' Virek-Kohl gets the information, but his activities attract attention. A rival alien interest, the Dreen, learns of the G'Dri psychoactive energy drink as a result of Virek-Kohl's activities, and they try to beat him to the prize. Alternately, the rival organization might use Virek-Kohl as a stalking horse, allowing Virek-Kohl and the G'Dri to fight each other so that the Dreen will have an easier time taking the spoils from the winner.
* '''Alerting the enemy:''' Virek-Kohl gets the information, but the G'Dri learn of Virek-Kohl's interest in their activities and they begin to make preparations against him. It could even be that the technician was intended to be captured by Virek-Kohl all along in order to set him up for an ambush!


===Taking The Average===
===Types Of Attacks===


If there is either no penalty for failure ''or'' no time limit, then the player may choose to "take the average" rather than rolling. In effect, the player is assuming that they would roll average: '''7'''. If the player chooses to take the average, the character does not attain an extreme success regardless of the difficulty.
Each attack, whether from a power or an ordinary weapon, is one of three types: normal, mental, or alteration.


Note that opposed rolls -- whether it is physical combat (such as a gunfight), psychic combat (such as a battle of wills), or a social conflict (such as a marital dispute) -- typically involve both a time limit '''and''' a penalty for failure, so taking the average is not an option.
Most attacks are normal attacks. A successful normal attack reduces the target's current Endurance. Blasters, psiblades, and powers such as Blast are all normal attacks. Armor, force fields, and powers such as Ward are effective against normal attacks. Normal attacks are usually resolved with an Agility roll or a Brawn roll. Normal attacks are usually obvious when used.


===Taking The Max===
Mental attacks are those which affect the target's mind directly. Conventional defenses such as armor and Ward are not effective against mental attacks: only Mental Resistance is effective against mental attacks. Mental attacks are usually resolved with a Power Level vs. Presence roll. Mental attacks are obvious to anyone who has Mental Resistance or mental powers, but are usually invisible to everyone else.


If there is no penalty for failure ''and'' there is no time limit, the player may "take the max", and assume that they would roll the maximum amount: '''12'''. In effect, the character is trying over and over until they do the best they are capable of doing. If the player chooses to take the max, the character does not attain an extreme success regardless of the difficulty.
Alteration attacks are those which transform the target in some way, or which affect one of the target's attributes other than Endurance. Conventional defenses such as armor and Ward are not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. Alteration attacks are usually resolved with a Power Level roll against the target's Agility or Brawn roll. Alteration attacks are usually obvious when used.


Note that opposed rolls -- whether it is physical combat (such as a gunfight), psychic combat (such as a battle of wills), or a social conflict (such as a marital dispute) -- typically involve both a time limit '''and''' a penalty for failure, so taking the max is not an option.
===Bonuses And Penalties===


===Extreme Success===
A character's roll may have one or more bonus dice and one or more penalty dice. For example, a circumstance that makes an attack more difficult would impose a penalty die on the attack, while a circumstance that makes it easier to defend against attacks would grant a bonus die to the defender. Each bonus die adds one to the number of dice the player rolls, while each penalty die subtracts one from the number of dice the player rolls. If the number of dice a player rolls is reduced below zero, their opponent (or the GM) gains bonus dice, instead.


If the player's roll equals or exceeds the target number, the character succeeds at the task in a completely satisfactory manner: the clue is found, the hyperspace engine is repaired, or the blaster bolt finds its target. However, rolling higher than the required target number may grant additional benefits. If the player rolls three or more over the target number, the character achieves an '''extreme success'''. So if a character attempted a challenging task (difficulty 3), and the player rolled 14 or more, this would be an extreme success (8 + 3 + 3 = 14).


If the player rolls an extreme success when making a skill roll, perhaps the character has a "eureka!" moment, or perhaps they have found answers to questions they didn't even know they should ask. If the player rolls an extreme success in combat, the defender loses an additional endurance level for each 3 that the attacker rolled over the target number (one endurance level at 0-2, two endurance levels at 3-5, etc.).
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Attack bonuses and penalties
|-
! class="aligncenter"|Circumstance
! class="aligncenter"|Modifier
|-
| class="alignleft"|GM deems attempt impossible
| class="alignleft"|Attempt fails
|-
| class="alignleft"|Attacker is making an all-out move (sprinting)
| class="alignleft"|Attack fails
|-
| class="alignleft"|Attacker can't perceive defender in ranged combat<sup>1</sup>
| class="alignleft"|Attack fails
|-
| class="alignleft"|Attacker can't perceive defender in hand-to-hand combat<sup>1</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is attempting to disarm the defender<sup>2</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is distracted<sup>3</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is restrained<sup>4</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is running
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is surprised
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is using a sweep attack<sup>5</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is using a two-handed weapon with one hand
| class="alignleft"|Penalty die
|-
| class="alignleft"|Target is beyond effective range of the weapon
| class="alignleft"|Penalty die
|-
| class="alignleft"|Underwater combat<sup>7</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Zero-G combat<sup>8</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is charging the defender<sup>6</sup>
| class="alignleft"|Bonus die
|}
#[[ZeroSpace_3e_EN:Actions#Blinding|Blinding attacks]]
#[[ZeroSpace_3e_EN:Actions#Disarming|Disarming]]
#[[ZeroSpace_3e_EN:Actions#Distracting|Distracting]]
#[[ZeroSpace_3e_EN:Actions#Restrained_Characters|Restrained characters]]
#[[ZeroSpace_3e_EN:Actions#Sweep_Attack|Sweep Attack]]
#[[ZeroSpace_3e_EN:Actions#Charging|Charging]]
#[[ZeroSpace_3e_EN:Gifts#Underwater_Combat|Underwater Combat]]
#[[ZeroSpace_3e_EN:Gifts#Zero-G_Combat|Zero-G Combat]]




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Extreme success in combat
|+Table: Defense bonuses and penalties
|- class="h1row"
|-  
! class="aligncenter"|Attack Roll<br />Succeeded By
! class="aligncenter"|Circumstance
! class="aligncenter"|Endurance Levels<br />Lost
! class="aligncenter"|Modifier
|- class="oddrow"  
|-
| class="aligncenter"|0-2
| class="alignleft"|Defender is distracted<sup>1</sup>
| class="aligncenter"|1
| class="alignleft"|Penalty die
|- class="evenrow"  
|-
| class="aligncenter"|3-5
| class="alignleft"|Defender is prone in hand-to-hand combat<sup>2</sup>
| class="aligncenter"|2
| class="alignleft"|Penalty die
|- class="oddrow"  
|-  
| class="aligncenter"|6-8
| class="alignleft"|Defender is restrained<sup>3</sup>
| class="aligncenter"|3
| class="alignleft"|Penalty die
|- class="evenrow"  
|-  
| class="aligncenter"|9-11
| class="alignleft"|Defender is surprised
| class="aligncenter"|4
| class="alignleft"|Penalty die
|-  
| class="alignleft"|Defender can't perceive attacker<sup>4</sup>
| class="alignleft"|Penalty die
|-  
| class="alignleft"|Defender has cover<sup>5</sup>
| class="alignleft"|Bonus die
|-  
| class="alignleft"|Defender is prone in ranged combat<sup>2</sup>
| class="alignleft"|Bonus die
|-  
| class="alignleft"|Defender is making a double move (running)
| class="alignleft"|Bonus die
|-
| class="alignleft"|Defender is making an all-out move (sprinting)
| class="alignleft"|Bonus die
|}
|}
#[[ZeroSpace_3e_EN:Actions#Distracting|Distracting]]
#[[ZeroSpace_3e_EN:Actions#Prone_Characters|Prone characters]]
#[[ZeroSpace_3e_EN:Actions#Restrained_Characters|Restrained characters]]
#[[ZeroSpace_3e_EN:Actions#Blinding|Blinding attacks]]
#[[ZeroSpace_3e_EN:Actions#Cover|Cover]]
====Cover====


One repercussion of extreme success is that characters with very high Prowess or Accuracy can often rely on doing extra damage with their attacks.
A character hiding behind an obstruction is more difficult to hit. The defender gains a bonus die on their defense roll.


==Combat==
====Prone Characters====


Combat resolution generally has three parts:
A prone character is easier to hit with a hand-to-hand attack, but is harder to hit with a ranged attack. A prone defender incurs a penalty die on their defense rolls against Hand-to-hand Combat attacks, but they receive a bonus die on their defense rolls against Ranged Combat and Mental Combat attacks. Standing up from a prone or seated position requires a move action.


* '''Attack and damage:''' To attack a target with a weapon or a power, the attacker uses a [[ZeroSpace:Actions#Actions|task action]] to make an attack roll. The attacker rolls 2d6 and adds this to their relevant attribute (typically Accuracy for ranged attacks or Prowess for hand-to-hand attacks), plus the damage rating of the attack (indicated in the description of the equipment or power), plus an optional attack bonus (+3) or attack penalty (-3).
====Restrained Characters====
* '''Defense and protection:''' For the attack to be successful, the attacker's roll must equal or exceed a target number. The target number is equal to 8 plus the defender's relevant attribute (typically Agility for ranged attacks or Prowess for hand-to-hand attacks), plus the defender's protection rating (indicated in the description of the equipment or power), plus an optional defense bonus (+3) or defense penalty (-3).
* '''Endurance and recovery:'''  If the attacker's roll equals or exceeds the defender's target number, the attack is successful, and the defender's [[ZeroSpace:Actions#Endurance_And_Recovery|endurance]] level is reduced by one. If the attacker rolls three or more over the target number, the character achieves an '''extreme success''', and the defender loses an additional endurance level for each 3 that the attacker rolled over the target number (one endurance level at 0-2, two endurance levels at 3-5, etc.). One repercussion of extreme success is that characters with very high Prowess or Accuracy can often rely on doing extra damage with their attacks.


<center>'''2d6 + (Accuracy or Prowess) + damage rating [+3 or –3] vs. 8 + (Agility or Prowess) + protection rating [+3 or –3]'''</center>
A restrained character is not helpless, but they can't use movement until they break free of the restraints. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained. If the character is completely immobilized, they are considered helpless rather then merely restrained.


When the conflict has ended, the combatants may rest and recover. Recovery from injury is much faster with appropriate medical care.
====Helpless Or Unconscious Characters====


===Combat Bonuses And Penalties===
A helpless or unconscious character can't defend themselves nor make attack rolls, defense rolls, or skill rolls. They are effectively at the mercy of any attacker.


If a character incurs any attack bonuses or attack penalties, only one attack bonus '''or''' one attack penalty applies to a single roll. If a character incurs one or more attack bonuses, or one or more attack penalties, any bonuses or penalties after the first are disregarded. If a character incurs one or more attack bonuses '''and''' one or more attack penalties, they cancel each other out and are disregarded.
====Range====


<center>'''A bonus is always +3. A penalty is always -3. Only one bonus OR one penalty applies to a single roll.'''</center>
There are five range bands: hand-to-hand, short, medium, long, and extreme. Hand-to-hand is the distance that a character can reach with their hands or with a hand-held weapon: anywhere from "in your face" up to about one meter. Short range is the distance that a character can easily reach with small hand-held weapons, or with thrown weapons with a bit of luck: up to 10 meters. Medium range is too far for thrown weapons, but is within range of most small arms: up to 100 meters or so. Long range is too far for most handguns, but is within range of most rifles, with careful aim and a steady hand: up to a kilometer. A few weapons have even greater range, called "extreme": these are effective at distances of 10 kilometers or more.


Similarly, only one defense bonus '''or''' one defense penalty applies at any given time. If a character incurs one or more defense bonuses, or one or more defense penalties, any bonuses or penalties after the first are disregarded. If a character incurs one or more defense bonuses '''and''' one or more defense penalties, they cancel each other out and are disregarded.
Weapons that are useful at a distance have an effective range given in their description, while the range of powers is based on the character's [[ZeroSpace_3e_EN:Attributes#Power_Level|Power Level]].




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Combat bonuses and penalties
|+Table: Range bands
|- class="h1row"
|-  
! class="aligncenter"|Modifier
! class="alignleft" |Range
! class="aligncenter"|Circumstance
! class="alignleft" |Typical weapons
|- class="oddrow"
|-
! class="aligncenter h2cell" style="vertical-align:middle"|Attack automatically fails
| class="alignleft" |Hand-to-hand (1 m)
| class="alignleft"|Attacker can't perceive defender<sup>5</sup>
| class="alignleft" |Fist, sword, psiblade
|- class="evenrow"
|-
! class="aligncenter h2cellaltforce" rowspan="3" style="vertical-align:middle"|Defense bonus (+3)
| class="alignleft" |Short (10 m)
| class="alignleft"|Defender has cover<sup>2</sup>
| class="alignleft" |Blaster pistol, flamethrower, grenade
|- class="oddrow"
|-
| class="alignleft"|Defender is prone; attack is ranged<sup>1</sup>
| class="alignleft" |Medium (100 m)
|- class="evenrow"
| class="alignleft" |Blaster rifle, wrist rocket
| class="alignleft"|Defender is running or sprinting
|-
|- class="oddrow"
| class="alignleft" |Long (1 km)
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|Attack penalty (-3)
| class="alignleft" |Sniper rifle, blaster cannon
| class="alignleft"|Attacker is distracted<sup>3</sup>
|-
|- class="evenrow"
| class="alignleft" |Extreme (10 km+)
| class="alignleft"|Attacker is restrained<sup>4</sup>
| class="alignleft" |Long-range artillery, guided missile
|- class="oddrow"
| class="alignleft"|Attacker is surprised
|- class="evenrow"
| class="alignleft"|Target is beyond effective range of the weapon
|- class="oddrow"
| class="alignleft"|Underwater combat<sup>5</sup>
|- class="evenrow"
| class="alignleft"|Zero-G combat<sup>6</sup>
|- class="oddrow"
! class="aligncenter h2cellalt" rowspan="5" style="vertical-align:middle"|Attack bonus (+3)
| class="alignleft"|Defender is distracted<sup>3</sup>
|- class="evenrow"
| class="alignleft"|Defender is prone; attack is hand-to-hand<sup>1</sup>
|- class="oddrow"
| class="alignleft"|Defender is restrained<sup>4</sup>
|- class="evenrow"
| class="alignleft"|Defender is surprised
|- class="oddrow"
| class="alignleft"|Defender can't perceive attacker<sup>7</sup>
|- class="evenrow"
! class="aligncenter h2cellforce" style="vertical-align:middle"|Attack automatically succeeds
| class="alignleft"|Defender is helpless or unconscious
|}
|}
#[[ZeroSpace:Actions#Being_Prone|Being prone]]
#[[ZeroSpace:Actions#Cover|Cover]]
#[[ZeroSpace:Actions#Distracting|Distracting]]
#[[ZeroSpace:Actions#Grappling|Grappling]]
#[[ZeroSpace:Skills#SIDEBAR:_Underwater_Combat|Underwater Combat]]
#[[ZeroSpace:Skills#SIDEBAR:_Zero-G_Combat|Zero-G Combat]]
#[[ZeroSpace:Esoteric_Orders#Sensory_Deprivation|Sensory Deprivation]]


====Being Prone====
===Combining Effort===
 
Multiple characters can work together to increase their effectiveness. All of the characters make a roll as usual. The total number of characters working together is added to the lowest roll, up to a maximum of +10. The outcome of all other rolls are determined normally.


A prone character is easier for adjacent attackers to hit, but harder to hit with ranged, non-adjacent attacks. If the defender is prone and the attacker is adjacent or engaging in hand-to-hand combat, the attacker receives an attack bonus (+3) on their task roll to hit the defender. If the defender is prone and the attacker is non-adjacent and using a ranged attack, the defender gains a defense bonus (+3).
In combat, all of the characters ganging up on an opponent must strike simultaneously (meaning every attacker but one must delay their attack). Noncombat tasks might benefit from a multidisciplinary approach. For example, disabling an alien doomsday weapon would obviously benefit from engineering experience, but a keen understanding of alien psychology or linguistics could also be helpful. This allows characters with different skills to combine their efforts to accomplish the task.


====Blocking====
===Extended Tasks===


During their turn, or as a [[ZeroSpace:Actions#Forcing_An_Action|forced action]], a character may use a task action to block a hand-to-hand attack against them. A block might entail using brute force to withstand the attack, or it might involve using finesse to harmlessly divert an attack away: the choice is up to the player. Blocking reduces the attacker's margin of success by 3 (which will usually reduce the endurance damage by one level). A character who is using their action to block continues to receive this benefit until they take their next turn.
Some tasks are more complex or time-consuming than can reasonably be resolved with a single roll. For example, constructing a starship or racing through a city could both be extended tasks. When attempting an extended task, the GM sets a difficulty value and the required number of successes. The GM might also set a maximum number of attempts, to indicate tasks which have a time limit or a penalty for failure, such as disarming a bomb before it explodes. In extended opposed tasks, such as a competition between rival scientists to create a cure for a disease, the first person or team to achieve the required number of successful rolls succeeds at the task.


Normally, only hand-to-hand attacks which inflict endurance damage may be blocked. However, if the defender has the same power as the attacker, they may use that power to attempt to block. For example, a defender with Telepathy may attempt to block the Telepathy of an attacker, reducing the attacker's margin of success by 3. With the GM's permission, a character may attempt to block with a power that has a similar theme or power source. For example, a GM might permit a character with Telepathy to block an attacker's Torment power.
''Example:''


A character may choose to block after the attacker has determined that the attack will successfully hit: there is no need to block an attack that misses.
''Kiva is trying to escape from Issvisk by zig-zagging through the city. The GM declares that this is an extended Athletics (Agility) contest. Each round, both Kiva and Issvisk will make an Athletics (Agility) roll, and count how many times each character wins the contest (on a tie, Kiva wins). The GM declares that if Kiva gets three more successes than Issvisk, then she loses him. Until then, Kiva and Issvisk can attempt to attack each other each round. Because both Kiva and Issvisk are running, they both have a penalty die on their attack rolls and a bonus die on their defense rolls.''


====Combining Attacks====
==Consequences==


Multiple characters can gang up on an opponent to increase their effectiveness. All of the characters ganging up on an opponent must strike simultaneously (meaning every attacker but one must delay their attack). The the total number of attackers is added to the highest attacker roll (all other rolls are discarded).
===Success===


====Cover====
If the player's roll equals or exceeds the target number, the character succeeds in a completely satisfactory manner: the clue is found, the engine is repaired, or the blaster bolt finds its target, inflicting one point of Endurance damage. However, rolling higher than the required target number may grant additional benefits.
 
====Margin Of Success (Optional)====


A character hiding behind an obstruction is more difficult to hit. The defender gains a defense bonus (+3).
Margin of success is an optional rule which will make combat more brutal.


====Distracting====
The amount by which a player's roll exceeds the target number is called the margin of success. If the target number is 12, and the player's total is 15, they have margin of success of 3.


Distraction can be used by a character to mislead an enemy into dropping their guard. Distracting an opponent requires a Willpower task roll against the Willpower of the opponent. If the distraction is successful, the next attack against the distracted opponent on the following round receives an attack bonus (+3).
If the player has a margin of success of 3 or more when making a skill roll, the character may have a "eureka!" moment, or perhaps they have found answers to questions they didn't even know they should ask. If the player has a margin of success of 3 or more when making a combat roll, the attack inflicts an additional point of damage for each 3 that the player rolled over the target number.


====Diving Clear====
For example, if an attacker made a Hand-to-hand Combat roll against a target number of 11, and the attacker rolled a total of 19, this would be a margin of success of 8. The attack inflicts an additional point of damage for each 3 that the player rolled over the target number, so this attack inflicts two additional points of Endurance damage to the target (12, 13, 14 = +1, 15, 16, 17 = +2).


Attacks which are particularly large, such as a crashing starship, are much more difficult to avoid. The only way to avoid such attacks is to not be under them when they land. If a character is about to be hit by a large attack, they can take a [[ZeroSpace:Actions#Forcing_An_Action|forced action]] to dive clear. When diving clear, the character moves to the nearest open ground beyond the area of the attack or behind the nearest cover, and ends up on the ground [[ZeroSpace:Actions#Being_Prone|prone]]. A character may perform a forced action to dive clear from an ordinary attack, if they want, but since it leaves the character prone and vulnerable, and it sacrifices their next action, doing so is probably unwise.
Be aware that using the margin of success rule in combat will usually hurt the player characters more than it hurts the villains.


If the nearest safe area or cover is too far away for the character to reach it with an all-out move, then there is no benefit to diving clear. Sorry.
===Failure===


====Dodging====
Failing a skill roll is not the end of the world. A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed attempt be a dead-end, it should mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects. Remember that success and failure are both paths to the same goal: to make the game more fun. Failure is okay. Boredom is not.


During their turn, or as a [[ZeroSpace:Actions#Forcing_An_Action|forced action]], a character may use a task action to dodge a ranged attack against them. Dodging reduces the attacker's margin of success by 3 (which will usually reduce the endurance damage by one level). A character who is using their action to dodge continues to receive this benefit until they take their next turn.
<center>'''Failure should never make the game less interesting.'''</center>


A character may choose to dodge after the attacker has determined that the attack will successfully hit: there is no need to dodge an attack that misses.
For example, Issvisk is trying to intimidate a G'Dree technician into revealing details about the organization's plans to distribute a new, highly addictive psychoactive chemical disguised as a nutritional supplement. Sadly, Issvisk's player rolls poorly, and fails to intimidate the technician. Rather than having this be the end of this line of inquiry, the GM has several options.


====Grappling====
* ''' ''Quid pro quo'':''' The technician will give Issvisk the information, but only if Issvisk gives the technician something in exchange. This could be something as prosaic as credits, but with the G'Dree the cost is more likely to be something rare or unique, such as blueprints for an experimental device or a sample of Issvisk's DNA.
* '''Red herring:''' The technician tells Issvisk what he wants to hear, but the information is not true or it leads Issvisk off on a wild goose chase. If the technician is clever, she may send Issvisk after a local Instrumentality patrol ship that has been causing problems for the G'Dree.
* '''Stirring the pot:''' Issvisk gets the information, but his activities attract attention. Rivals of the G'Dree learn of their psychoactive nutritional supplement as a result of Issvisk's activities, and they try to beat him to the prize. Alternately, the rival organization might use Issvisk as a stalking horse, allowing Issvisk and the G'Dree to fight each other so that they will have an easier time taking the spoils from the winner.
* '''Alerting the enemy:''' Issvisk gets the information, but the G'Dree learn of Issvisk's interest in their activities and they begin to make preparations against him. It could even be that the technician was intended to be captured by Issvisk all along, in order to set him up for an ambush!


A grapple is a special form of hand-to-hand attack that does not inflict damage, but instead restrains the target's limbs and prevents them from moving freely. Grappling requires a Prowess task roll against the Prowess of the intended target.
===Endurance And Recovery===


<center>'''2d6 + Prowess [+3 or –3] vs. 8 + Prowess [+3 or –3]'''</center>
Endurance (END) represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which are expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".


If the attacker's roll is successful, the defender is restrained. A restrained character is not helpless, but they can't use normal movement until they break free of the grapple. Attacking a restrained character is easier: attackers gain an attack bonus (+3) when attacking a restrained character. A restrained character's attacks are also easier to avoid: a restrained attacker incurs a penalty (-3) on any attacks they attempt while restrained.
When a character is successfully attacked, one (or more, if using the optional [[ZeroSpace_3e_EN:Actions#Margin_Of_Success_(Optional)|margin of success]] rules) is subtracted from their current Endurance. A character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.


If the attacker wishes to move or throw the grappled character, the distance an attacker may move the defender is based on the Brawn of the attacker and the mass of the defender. First, look up the mass of the defender or object to be moved in the "Lifts" column of the [[ZeroSpace:Attributes#Brawn|Brawn table]] (rounding to the nearest mass value), and find the corresponding rank for that mass. Subtract that rank from the Brawn of the attacker, and look up that resulting rank in the "Throws" column of the [[ZeroSpace:Attributes#Brawn|Brawn table]]. This is how far the attacker could move an object of that mass in one round.
Area and stunning attacks modify attacks or how characters defend against them. Blinding and terrifying attacks have additional effects on the target, which the target may usually resist by making a roll against the attack.


If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use a task action to make a hand-to-hand attack against the restrained character, as usual.
When the conflict has ended, the combatants may rest and recover. Normally, an injured character may recover half of their lost Endurance (rounded up) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.


To break free of the grapple, the restrained character must make a successful task roll using their Brawn or Agility (whichever is greater) against the attacker's Brawn or Agility (whichever is greater).
If the character has taken some other form of damage, such as damage to one of their attributes, this damage is temporary. It all comes back after the character has had a chance to rest and recuperate.


<center>'''2d6 + (Brawn or Agility) [+3 or –3] vs. 8 + (Brawn or Agility) [+3 or –3]'''</center>
====Inanimate Objects====


If the restrained character succeeds at the task roll to break free, they may use their remaining movement action. If the restrained character gets an extreme success on this roll, then they break free as a free action instead of a task action. For example, if a character is being grappled by an attacker with rank 6 Brawn, they would need to make a Brawn (or Agility) task roll against target number 14 (8 + 6). If they roll a 17 or more, they achieve an extreme success, and breaking free is a free action. If the restrained character has Telekinesis, they may use the rank of their Willpower in lieu of their Brawn or Agility to break free.
Inanimate objects have Endurance, reflecting the structural integrity of the object. An object which has lost more than half of its Endurance is damaged, and may not work properly. An object which has lost of all of its Endurance is effectively destroyed.


The maximum mass a character can effectively grapple is the same as the maximum mass they can lift, based on the rank of their [[ZeroSpace:Attributes#Brawn|Brawn]].
====Unnamed Characters====


====Ramming====
An unnamed character is defeated on any successful attack roll. They make up for this by vastly outnumbering the player characters.


A ramming attack involves using the velocity of the attacker to increase the damage inflicted. Ramming requires the attacker to use their movement action to travel directly toward the target, followed by a hand-to-hand attack. The ramming attack itself is a hand-to-hand attack, as usual, and the attacker gains an attack bonus (-3) on the task roll. Ramming may be called by various names depending on the technique the attacker uses, such as "flying tackle", "charge", or "pounce".
====Death====


====Slamming====
In the source material which ''ZeroSpace'' seeks to emulate, main characters very rarely die. That being said, if the GM and the player both agree that the game would be best served by the character taking the final bow, then so be it.


A slam or takedown involves using a target's mass and velocity against them so that they fall to the ground. A slam can represent an aikido throw, a leg sweep, a judo hip toss, or even tripping someone with an umbrella, depending on the attacker's fighting style.
==Special Actions==


A slam requires a hand-to-hand attack against the intended target, but the damage rating of this attack is equal to the attacker's rank in Agility, rather than their Brawn or the damage rating of any weapon they might be using. If the slam attack is successful, the defender falls to the ground (or is hurled against a nearby flat surface, in zero-G), in addition to being injured by the attack.
===Charging===


A character who has been slammed is [[ZeroSpace:Actions#Being_Prone|prone]] and must use a movement action to get back up.
A charging attack involves using the velocity of the attacker to increase the damage inflicted. Charging requires the attacker to use their move action to travel directly toward the target, followed by a Hand-to-hand Combat roll. The attacker gains a bonus die on the roll. Charging may be called by various names depending on the technique the attacker uses, such as a "flying tackle", "ramming", or a "pounce".


====Sweep Attacks====
===Disarming===


A sweep attack permits a character to make a hand-to-hand attack against everyone within reach. A sweep attack requires a separate hand-to-hand attack roll against each of the intended targets. The attacker incurs an attack penalty (-3) on each task roll.
A disarm is a special hand-to-hand attack that does not inflict damage, but instead deprives the target of a piece of ordinary held [[ZeroSpace_3e_EN:Equipment|equipment]]. A disarm attack requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-to-hand Combat (Brawn) roll of the target. The attacker suffers a penalty die on the roll, and powers such as Blast, Energy Shield, and Ward do not apply to these rolls.


====Taunting====
If the attacker's roll is equal to or greater than the defender's roll, the attacker may choose one piece of ordinary equipment held by the target and either take it away from them or knock it from the target's grasp. A disarm may be used against equipment which has been purchased as a power only if the GM (for NPC targets) or the other player (for player character targets) gives their consent. This information should be given to the attacker before they attempt to disarm the target.


Taunts can be used to goad an opponent into attacking. Taunting requires a Willpower task roll against the Willpower of the character being taunted. If the taunt is successful, then the target of the taunt will use their next available action to attack the taunting character. If that attack misses the taunting character, the attack will instead strike whatever or whomever is directly behind the taunting character.
===Distracting===


===Damage And Protection===
Distraction can be used by a character to mislead an enemy into dropping their guard. Distracting an opponent requires using a standard action to make a Deception (Presence) roll against the Deception (Presence) of the opponent. If the character attempting to use distraction rolls more than the target, the distraction is successful: the distracted character suffers a penalty die on their next attack roll or their next defense roll, whichever comes first.


====Damage Rating====
===Dodging===


Attacks with a higher damage rating cause greater injury to the target. In hand-to-hand combat, an unarmed character's damage rating is equal to their rank in Brawn. Hand-to-hand weapons such as vibroswords and electrostaves have a damage rating equal to the rank of the weapon or the character's Brawn rank + 1, whichever is greater. A vibroknife with damage rating 1 wielded by a character with rank 2 Brawn would have an effective damage rating of 3.
During their turn, or as a [[ZeroSpace_3e_EN:Actions#Forcing_An_Action|forced action]], a character may use a standard action to focus exclusively on defense. Dodging might involve using finesse to harmlessly divert attacks away, or it might entail using brute force to withstand attacks: the choice is up to the player. Dodging grants a bonus die to the character's defense roll when they are attacked. A character who is using their action to dodge continues to receive this benefit until they take their next turn.


In ranged combat, the attacker's damage rating is equal to the damage rating of the attacker's weapon, as indicated in its description.
===Grappling===


Psiblades and psistaves are a special case. Although these are hand-to-hand weapons, the damage rating of psiblades and psistaves is independent of the Brawn of the character wielding them. The damage rating of these weapons is indicated in their descriptions.
A grapple is a special hand-to-hand attack that does not inflict damage, but instead [[ZeroSpace_3e_EN:Actions#Restrained_Characters|restrains]] the target. A grapple attack requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-to-hand Combat roll of the target, using the target's Agility or Brawn (whichever is greater). Powers such as Strike, Damage Resistance, and Force Field do not apply to these rolls.


Exploding, penetrating, and stunning attacks modify how much damage is caused or how a character defends against it.
If the attacker's roll is equal to or greater than the defender's roll, the target is restrained. A restrained character is not helpless, but they can't use move actions until they break free of the grapple. A restrained character incurs a penalty die on all rolls other than rolls to escape the grapple.


Sensory and terrifying attacks have additional effects on the target, which the target may resist by making a challenging task roll (difficulty 3).
A grapple is not normally able to inflict damage directly (like a punch), but the attacker may attempt to use leverage to hurt the grappled character by making another Hand-to-hand Combat attack on one of their future turns.


====Protection Rating====
====Breaking Free Of A Grapple====


A defender with a higher protection rating is more resistant to injury. Most characters use their Brawn rank for their protection rating, but characters with the appropriate advantages may choose to use their [[ZeroSpace:Advantages#Elusive|Agility]] or [[ZeroSpace:Advantages#Tenacious|Willpower]], instead. If the character has equipment or powers which provide protection, such as armor or energy shields, the character's protection rating is equal to the protection rating of the equipment or the rank of their Brawn + 1, whichever is greater.
To break free of a grapple, the target must use a standard action to make a successful Hand-to-hand Combat roll using their Agility or Brawn (whichever is greater) against a Hand-to-hand Combat (Brawn) roll of the attacker. If the target succeeds at this roll, they break free of the grapple. Alternately, the grappling character may release the restrained character at any time, without using an action.


Multiple layers of protection do not stack: only the greatest protection rating applies.
====Hurting A Grappled Target====


===Special Attack Types===
If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use a standard action to make a Hand-to-hand Combat (Brawn) roll against the restrained character's Hand-to-hand Combat roll, using the restrained character's Agility or Brawn (whichever is greater).


====Exploding====
====Grapple vs. Grapple====


An exploding attack causes its damage to everyone within a certain range of the center of the explosion (no attack roll is necessary). The protection rating of each target in the affected area is subtracted from the damage rating of the explosion: each target in the affected area loses one endurance level for each point of remaining damage.
If the grappled character succeeds in a grapple attack against the original attacker, both characters are considered restrained. Neither character can use move actions until they break free of their opponent's grapple. While restrained, both characters incur a penalty die on all rolls other than rolls to escape the grapple.


The damage rating of the explosion diminishes with distance from the center. The damage rating is at its full value within half of the total radius, and at one-half of its full value in the remainder of the explosion. For example, a typical fragmentation grenade would have a damage rating of 5 from the center out to a radius of 8 meters (half its total radius), and a damage rating of 3 from 8 meters out to the limit of its radius of 16 meters.
====Throwing A Grappled Target====


====Penetrating====
If the attacker wishes to throw the grappled character, the distance an attacker may throw the defender is based on the Brawn of the attacker and the mass of the defender. First, look up the mass of the defender in the "Lift" column (rounding to the nearest mass value), and find the corresponding Brawn for that mass. Subtract that from the Brawn of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can throw the restrained character.


If an attack is penetrating, the protection rating (PR) of the defender's equipment or power is reduced by one-half (round in defender's favor).
===Running For Cover===


====Sensory====
Attacks which are particularly large, such as explosions and crashing starships, are much more difficult to avoid. The only way to avoid such attacks is to not be under them when they land. If a character is about to be hit by a large attack, they can take a [[ZeroSpace_3e_EN:Actions#Forcing_An_Action|forced action]] to run for cover. When running for cover, the character sprints to the nearest open ground which is beyond the area of the attack or behind the nearest cover. A character may perform a forced action to run for cover from an ordinary attack, if they want, but it sacrifices their next action.


A sensory attack renders the target unable to see and unable to hear. An attack against a blinded and deafened character is automatically successful.
===Slamming===


To recover from a sensory attack, the target must make a challenging Perception task roll (difficulty 3).
A slam or takedown is a special form of hand-to-hand attack that uses a target's mass and velocity against them so that they fall to the ground (or are hurled against a nearby flat surface, in zero-G). A slam can represent an aikido throw, a leg sweep, a judo hip toss, or even tripping someone with an umbrella, depending on the attacker's fighting style. A slam requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-to-hand Combat (Brawn) roll of the target. If the attacker's Hand-to-hand Combat roll is equal to or greater than the defender's roll, the defender falls to the ground and may be injured by the impact.


If the character has not recovered from the sensory attack by the end of the scene, then they recover their senses shortly thereafter.
If the defender is stationary and not restrained at the time of the attack, the defender gains a bonus die on their defense roll; if the defender is moving at the time of the attack, the defender receives a penalty die on their defense roll.


====Stunning====
A character who has been slammed is [[ZeroSpace_3e_EN:Actions#Prone_Characters|prone]] and must normally use a move action to get back up.


Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.
===Sweep Attack===


====Terrifying====
A sweep attack permits a character to make hand-to-hand attacks against everyone within reach of the character simultaneously. The attacker incurs a penalty die on each roll. The targets must each attempt a Hand-to-hand Combat (Brawn) roll to defend against the attack, as usual.


A terrifying attack causes the target to involuntarily cower or flee (attacker's choice). Attacking a cowering character provides an attack bonus (+3), while a fleeing character is granted a defense bonus (+3).
==Special Attack Types==


To recover from a terrifying attack, the target must make a challenging Willpower task roll (difficulty 3).
===Area Attacks===


If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.
Area attacks inflict damage to everyone within the affected area. The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.


===Endurance And Recovery===
===Blinding===


Endurance represents a character's determination and ability to shrug off physical and mental abuse. Each character has five endurance levels: fresh, winded, weakened, exhausted, and defeated. A character who is well rested and hasn't been injured begins at "fresh". When a character is successfully attacked, they lose one or more endurance levels.
A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so, then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.


* '''Fresh:''' The character is well rested and hasn't been injured: they are alert and ready for trouble.
To recover from a blinding attack, the target must use a standard action to make a challenging (DV 3) Perception (Reason) roll.
* '''Winded:''' The character has exerted themselves: they have met the opponent blow for blow, and they are ready for more.
* '''Weakened:''' The character is suffering. They have given the fight their all, but they have a little more to give.
* '''Exhausted:''' The character is at the limits of their endurance: they can speak and take roleplaying actions, but any other action, including combat, incurs a task roll penalty (-3).
* '''Defeated:''' The character is beaten: they are unable to move or take actions. If they are conscious at all, they can respond (slowly) only if another character engages them in conversation. Furthermore, the character may have lasting reminders of the battle. They may be scarred by burns, they may have lost a limb, or they may have suffered some other disfiguring injury.


When the conflict has ended, the combatants may rest and recover. Recovery from injury is much faster with appropriate medical care. Normally, an injured character recovers one endurance level they have recently lost after they have had a chance to rest and recuperate for half an hour or so. After that, the character recovers additional endurance levels only with extended rest and medical care. With rest and medical care, the character will regain one endurance level per day; without it, they will regain one endurance level per week.
If the character has not recovered from the blinding attack by the end of the scene, then they recover their senses shortly thereafter.


====Inanimate Objects====
===Burst Fire Weapons===


Inanimate objects also have endurance levels, reflecting the structural integrity of the object. In the case of an inanimate object, "winded" would indicate the object is scuffed up a bit, while "defeated" would indicate the object is destroyed beyond repair. If you would rather use non-anthropomorphic terms, you can.
Weapons which fire multiple times per round, such as a repeating blaster, usually grant a bonus die, and they might or might not do more damage than their single-shot equivalents (PL 4 instead of PL 3, for example). However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one Ranged Combat roll. There's no "roll damage three times" mechanic like some game systems have.


{| cellpadding="4" cellspacing="1"
===Stunning===
|+Table: Endurance levels for inanimate objects
|- class="h1row"
! class="alignleft"|Characters
! class="alignleft"|Objects
|- class="oddrow"
| class="alignleft"|Fresh
| class="alignleft"|Intact
|- class="evenrow"
| class="alignleft"|Winded
| class="alignleft"|Scuffed
|- class="oddrow"
| class="alignleft"|Weakened
| class="alignleft"|Damaged
|- class="evenrow"
| class="alignleft"|Exhausted
| class="alignleft"|Broken
|- class="oddrow"
| class="alignleft"|Defeated
| class="alignleft"|Destroyed
|}


====Unnamed Characters====
Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.


Unnamed characters are never winded, weakened, or exhausted: an unnamed character is defeated on any successful attack roll. They make up for this by vastly outnumbering the player characters.
===Terrifying===


====Death====
A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a penalty die on their defense rolls, while a fleeing character is granted a bonus die to their defense rolls.


You may have noticed that there is no endurance level indicating "death".
To recover from a terrifying attack, the target must make a remarkably difficult (DV 6) Survival (Presence) roll.


In the source material which ZeroSpace seeks to emulate, main characters very rarely die -- and even when they do, they tend to be replaced by rapidly-grown clones or time-displaced alternate versions of themselves. That being said, if the GM and the player both agree that the game would be best served by the character taking the final bow, then so be it. It should never be merely the result of a dice roll, though.
If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.


==Plot Points==
==Plot Points==


Each player begins each game session with one plot point. A player gains a plot point when one of their character's complications causes a serious problem for them during the game, or as a reward when they do something particularly entertaining or interesting, or when they cooperate with the GM to make things more difficult for the characters. Plot points are spent for an automatic success, to gain a temporary increase in power, to gain a temporary power, or to alter the game world in some way.
Each player begins each game session with at least one plot point. A player gains a plot point when they do something particularly entertaining or interesting, when one of their character's complications causes a serious problem for them during the game, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot points are spent to alter the game world, gain a bonus die, or gain an advantage in combat.


===Gaining Plot Points===
===Gaining Plot Points===
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Players receive plot points for helping make the game more fun, and they spend them to make their character more effective. Each player starts each game session with one plot point, and should get one or two more during each game session. It's in the players' best interests to spend these plot points before the end of the game session, because any unspent plot points do not carry over to the next game (unless the GM makes an exception).
Players receive plot points for helping make the game more fun, and they spend them to make their character more effective. Each player starts each game session with one plot point, and should get one or two more during each game session. It's in the players' best interests to spend these plot points before the end of the game session, because any unspent plot points do not carry over to the next game (unless the GM makes an exception).


Plot points shouldn't be given to a player just for roleplaying their character -- they should be doing that anyway. The GM should give out a plot point when the player does something really exceptional or inventive, or when the player volunteers for their character to suffer some dramatic setback. For example, if a character upholds their ideals rather than choosing the easy or expedient solution, and this causes serious problems for the players, this would earn the player a plot point -- and if the consequences are serious enough it might earn ''all'' of the players a plot point. The player might even suggest ways that their character's complications can come into play, giving the GM an opportunity to ramp up the tension.
Plot points shouldn't be given to a player just for roleplaying their character -- they should be doing that anyway. The GM should give out a plot point when the player does something really exceptional or inventive, or when the player volunteers for their character to suffer some dramatic setback. For example, if a character upholds their ideals rather than choosing the easy or expedient solution, and this causes serious problems for the players, this would earn the player a plot point -- and if the consequences are serious enough, it might earn ''all'' of the players a plot point. The player might even suggest ways that their character's complications can come into play, giving the GM an opportunity to ramp up the tension.


It's important for the GM to remember that while plot points are a reward for making the game fun, they also make the characters more powerful. A game in which plots points are handed out by the handful will have a much different feel than one in which they are given out sparingly. It's probably reasonable for each player to receive one or two plot points over the course of a typical three or four hour game session.
It's important for the GM to remember that while plot points are a reward for making the game fun, they also make the characters more powerful. A game in which plots points are handed out by the handful will have a much different feel than one in which they are given out sparingly. It's probably reasonable for each player to receive one or two plot points over the course of a typical three or four hour game session.
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===Spending Plot Points===
===Spending Plot Points===


The examples listed here are the most common uses for plot points, but they aren't the only ones. If a player wants to spend a plot point to make something fun happen, and it has about the same impact on the game as these examples, the GM should consider permitting it. For example, let's say an explosion has collapsed the roof of a cavern, dropping tons of rock on the characters. If a character with Telekinesis wanted to spend a plot point to protect herself and her allies from being crushed, should the GM permit it? Sure! It's fun, and it doesn't unbalance the game.
Plot points can be spent by players at any time, even when their character is unconscious. The examples listed here are the most common uses for plot points, but they aren't the only ones. If a player wants to spend a plot point to make something fun happen, and it has about the same impact on the game as these examples, the GM should consider permitting it. For example, let's say an earthquake has collapsed the roof of a cavern, dropping tons of rock on the characters. If a character with Telekinesis wanted to spend a plot point to protect herself and her allies from being crushed, should the GM permit it? Sure! It's fun, and it doesn't unbalance the game.
 
====Bonus Die====


====Automatic Success====
A bonus die is just that: the player spends a plot point, and their character gains a bonus die on the current roll. The player may spend the plot point before or after the rest of her dice are rolled.


An automatic success is just that: the player spends a plot point, and their character succeeds at the current task roll. This can be a skill roll, or it can be an attempt to hit in combat. If the player wants to check for extreme success, the player should roll as usual: anything less than extreme success is treated as a normal successful roll. The GM may forbid the use of a plot point to achieve an automatic success if the task is simply impossible (unless it would make the game more fun!).
====Escape====


An automatic success lasts as long as the effects of the roll would normally last.
Spending a plot point allows the character to immediately break free of a grapple or a lasting power such as Possession, Sensory Deprivation, or Stasis.


====Inspiration====
====Inspiration====
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If the GM finds this happening with any regularity, it might be worthwhile for them to make their plots a bit less mysterious.
If the GM finds this happening with any regularity, it might be worthwhile for them to make their plots a bit less mysterious.
====Power Boost====
A power boost increases one of the character's attributes or powers by one rank (rank 10 maximum). A character with Brawn 5 could gain a temporary boost to Brawn 6, or a character with Willpower 7 could gain a temporary boost to Willpower 8.
Power boosts usually only last for one round, but they might last as long as a scene if that seems to make sense and the GM agrees.


====Power Stunt====
====Power Stunt====


A power stunt permits a character to use their current powers in new and creative ways. For example, a character with Stasis might use a power stunt to hack into a computer by freezing its memory core, giving them a task roll bonus (+3) to their Computing for that purpose. A character with Telekinesis might use a power stunt to affect a small group of targets rather than a single target. The outcome of a power stunt is not automatically successful: the player still needs to roll to determine the outcome, if the outcome is contested or subject to some uncontrolled factor. A character who used a power stunt to gain a task roll bonus (+3) to their Computing would still need to make a Computing task roll in order to hack the computer.
A power stunt permits a character to use their current powers in new and creative ways. For example, a character with Shock might use a power stunt to disrupt an electronic lock. The outcome of a power stunt is not automatically successful: the player still needs to roll to determine the outcome, if the outcome is contested or subject to some uncontrolled factor. A player who used a power stunt to gain Computing would still need to make a Computing roll in order to hack the lock.


Power stunts usually only last for one round, but they might last as long as a scene if that seems to make sense and the GM agrees.
Power stunts usually only last for one round, but they might last as long as a scene if that seems to make sense and the GM agrees.
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====Rally====
====Rally====


Under normal circumstances, an injured character recovers one endurance level they have recently lost after they have had a chance to rest and recuperate for half an hour or so. Spending a plot point allows a character to rally and immediately recover one endurance level they have recently lost, as though they'd had a half-hour's worth of rest.
Under normal circumstances, an injured character recovers half of the Endurance they have lost (rounded up) after they have had a chance to rest and recuperate for half an hour or so. Spending a plot point allows a character to rally and immediately recover half of the Endurance they have lost, as though they'd had a half-hour's worth of rest.


====Retcon====
====Retcon====


"Retcon" is short for "retroactive continuity": changing the past in some way that supports the current needs of the plot. This can involve the realization that a needed resource is available, but had previously been overlooked ("Oh, what I wouldn't give for a holocaust cloak"), or it can take the form of a character revealing a previously unknown era in their history, thus giving them new background skills ("As a matter of fact, I spent a full year studying the somatic language of Oculan"). A retcon could also be used to apply a character's skills and abilities in a way that makes it seem they planned ahead in a particularly cunning way, such as having already established a false identity as a caterer in order to sneak into an exclusive banquet.
"Retcon" is short for "retroactive continuity": changing the past in some way that supports the current needs of the plot. This can be a needed resource that had previously been overlooked ("If we only had a wheelbarrow..."), or it can take the form of a character revealing a previously unknown era in their history, thus giving them new information. A retcon could also be used to apply a character's skills and abilities in a way that makes it seem they planned ahead in a particularly cunning way, such as having already established a false identity as a caterer in order to sneak into an exclusive banquet.


A good retcon should not overtly violate what has been established in the game: it should build on what has been established in a fun and inventive way.
A good retcon should not overtly violate what has been established in the game: it should build on what has been established in a fun and inventive way.


Retcons are essentially permanent.
Retcons are essentially permanent.
====Surge====
A surge increases one of the character's attributes by one. A character with Brawn 5 could gain a temporary surge to Brawn 6, or a character with Presence 7 could gain a temporary surge to Presence 8.
A surge usually only lasts for one round, but it might last as long as a scene if that seems to make sense and the GM agrees.




[[Category:Actions]]
[[Category:Actions]]
[[Category:ZeroSpace]]
[[Category:ZeroSpace]]
[[Category:English]]

Latest revision as of 13:22, 30 December 2021

Arrow up 16x16.png Contents

Now we come to the most complicated part of ZeroSpace: actions! There are a lot of rules here because we tried to address the most common actions a character would attempt. However, just because we wrote it down doesn't mean you have to use it, nor should you feel constrained from making a call if a situation arises that we did not anticipate. You should treat these rules as examples, not as restrictions on your own sense of fun and fair play.

Don't use the rules unless you need to.

If you can play a fun game of ZeroSpace without referring to these rules, you should. Applying your best judgement is often a better solution than trying to find a rule that applies to a specific situation. Remember that player choice, not the roll of the dice, drives the game.

Order Of Play

Time is important. Without some way to keep track of time, everything would happen at once, and that would be terribly confusing.

Time in the game is usually divided into scenes. A scene typically starts when the characters arrive at a place, and ends when they leave. A scene could also be a period of time while the characters are together and moving toward a destination. In some cases, a scene might end even though the characters haven't moved at all, such as when they go to sleep, or when a fight ends and they begin talking about their plans for what to do next. Any time you feel would be a good time to "go to a commercial" or "start a new chapter", that's a good time to end the scene and start a new one.

Combat time is divided into rounds. One combat round is six seconds, give or take, giving us ten rounds per minute. In a round, each character gets a turn. During their turn, a character can travel a distance up to their base movement (walking, typically) and still have time to do something useful (such as making an attack or using a skill) as well as engage in some banter with their teammates or anyone else nearby (such as telling one's lackeys to "fly, you fools!"). We call these "move actions", "standard actions", and "roleplaying actions", respectively. A character can perform these actions in any order.


Example:

Round 1 Soraya's turn
Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn
Round 2 Soraya's turn
Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn
Round 3 Soraya's turn
Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn


Everything that happens in a round is assumed to occur more or less simultaneously, but the players can't all speak at once. To keep the game orderly, we need a way to determine the order in which characters act when combat starts.

Initiating Conflict

If a character wishes to initiate a conflict, each player makes a Perception (Reason) roll for their character, and the GM makes a Perception (Reason) roll for each antagonist. If one or more characters gets the drop on their opponents (an ambush, for example), the characters with the advantage each get a bonus die on their initiative roll. Actions proceed each round from highest roller to lowest, with each character getting a turn. When every character has had the opportunity to take a turn, the highest initiative goes again, and so on until the conflict has ended.

The environment always goes last in a round. Any falling objects (including characters) fall, and any uncontrolled vehicles move, after all of the characters have had the opportunity to take their turn. If any object or vehicle is under the direct control of a character, then the object or vehicle will move when that character moves it.

Delaying A Turn

If a player does not wish to use their character's turn when they have the opportunity, perhaps wanting to wait and see what an opponent does, the character may delay their turn, with the option of using it later in the round or on a successive round. The character may then interrupt another character's turn.

Delaying a turn does not alter the order of play. After the character has taken their turn, the order of play resumes its previous sequence.

Example:

Combat starts when Soraya runs around a corner and sees Virek-Kohl, who is giving commands to his minions. The GM declares that the order of play is Soraya, then Virek-Kohl, then Virek-Kohl's minions.

Round 1 Soraya's turn
Virek-Kohl's turn
Virek-Kohl's minions' turn

On the second round, Issvisk runs around the corner, startling Virek-Kohl's minions because, wow, that guy is huge. The GM declares that the order of play is Soraya, then Virek-Kohl, then Issvisk, then Virek-Kohl's minions.

Round 2 Soraya's turn
Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn

On the third round, Soraya delays her turn, waiting to see what Issvisk does. When it is Issvisk's turn, he attempts to grapple with Virek-Kohl. Soraya uses her delayed turn to assist Issvisk by combining her attack with his.

Round 3 Virek-Kohl's turn
Issvisk's turn
Soraya's turn (delayed)
Virek-Kohl's minions' turn

On the fourth round, order of play returns to its previous sequence.

Round 4 Soraya's turn
Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn

Forcing An Action

Sometimes a character might need to take a desperate action before they have had the opportunity to take their turn in a round or after they have already taken their turn in a round. This is known as forcing the character's action. Forcing an action allows a character to sacrifice their next turn in order to block, dodge, dive clear, activate a defensive power, or take another purely defensive action. A forced action can also be used to take a defensive action on someone else's behalf, such as diving in front of an attack to protect an innocent bystander. The character may not force an action which the GM could construe as an attack, such as blocking a blaster bolt with an opponent's unconscious body or running into someone. When a character forces their action, they sacrifice their next available turn, whether that action would be in the current round or on the next round. A character may only force an action once per round.

Because a forced action is always defensive, it always takes place at the appropriate time, either before or during the attack which triggered it. The attacker does not have the opportunity to "take back" their attack.

Forcing an action does not alter the order of play. After the character's next available turn has passed (the turn they sacrificed in order to take a defensive action sooner), the order of play resumes its previous sequence.


Example:

Continuing from the previous example, on the fifth round, the order of play is Soraya, then Virek-Kohl, then Issvisk, then Virek-Kohl's minions.

Round 5 Soraya's turn
Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn

On the sixth round, Soraya makes short work of two of Virek-Kohl's minions with a sweep attack. Virek-Kohl then pulls out a sinister-looking weapon, aims it at Issvisk, and fires. Soraya forces her next action to leap between Virek-Kohl and Issvisk, taking the full brunt of Virek-Kohl's attack.

Round 6 Soraya's turn
Virek-Kohl's turn
Soraya's turn (forced from round 7)
Issvisk's turn
Virek-Kohl's minions' turn

On the seventh round, Soraya loses her turn because she forced it in the previous round.

Round 7 Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn

On the eighth round, order of play returns to its previous sequence.

Round 8 Soraya's turn
Virek-Kohl's turn
Issvisk's turn
Virek-Kohl's minions' turn

Types Of Actions

There are three types kinds of actions a character may perform during their turn in a round: move actions, standard actions, and quick actions. Under normal circumstances, a character can perform one move action and one standard action during their turn. In addition, a character can perform as many quick actions as the GM deems reasonable.

When it is not a character's turn, they can still react to events around them. Free actions can be attempted at any time, as often as the GM deems reasonable.

On your turn One move action
One standard action
As many quick actions as the GM deems reasonable
Any time As many free actions as the GM deems reasonable

Move Action

With a move action, a character may move the distance permitted by their Agility and/or Brawn (depending on whether they are walking, swimming, or jumping), or they may use a movement power to move up to the distance that the power allows. With the GM's permission, the character may instead perform any equivalent action: opening an access hatch, standing up from a prone or seated position, squeezing the acceleration lever on a hoverbike, or what have you.

A character making a double move (running) gains a bonus die on their defense rolls, but they receive a penalty die on any skill rolls or attack rolls.

A character making an all-out move (sprinting) gains a bonus die on their defense rolls, but they automatically fail all other rolls.

Movement itself does not generally require a roll, although the GM may require an Athletics (Agility) roll if there is some obstacle to the character's free movement (distractions, inclement weather, uneven ground, etc.), and reduce the character's movement to one-half its normal value if they fail the roll.

Standard Action

With a standard action, a character may attempt to perform one task. This could be attempting a skill roll, attempting to attack an opponent in combat, activating a power and attacking someone with it, or a similar activity. Under normal circumstances, a character can perform this action before, during, or after they move.

Quick Action

A quick action takes essentially no time. A character can't perform quick actions until it is their turn to act in the round, but during their turn, they can perform as many quick actions as the GM deems reasonable (perhaps as many as a half dozen). Typical quick actions include activating a power (but not attacking with it), deactivating a power, dropping a weapon, crouching behind cover, and so on.

Free Action

A free action takes essentially no time and can be performed at any time, as often as the GM deems reasonable. Roleplaying, for example, is a free action. This might include banter with the character's teammates, making fun of an enemy's name or clothing, or declaring that the opponent "shall not pass". A free action may also be a response to something another character does, usually at the request of the GM.

Rolling Dice

All rolls are skill rolls. When a character attempts a skill roll, and the outcome is either contested or there is some random element involved, the player must roll dice to see if the character succeeds. The player rolls their dice, counts the dots, and adds the result to the character's relevant attribute. They then add the rating of their relevant equipment, if any. This roll is compared to their opponent's roll plus their relevant attribute and equipment. If the player's total equals or exceeds the target number, the character's attempt succeeds. There is no need to roll for routine tasks: characters automatically succeed at routine tasks.

All rolls are skill rolls.


Table: Opposed rolls
Action Total
(Attacker)
Target Number
(Defender)
Dice
1d6 Unskilled
2d6 Has Skill
2d6 Has Expertise
(Re-roll 1s and 2s)
plus
Skill (Attribute)
Hand-to-hand Combat (Brawn)
Ranged Combat (Agility)
Mental Combat (Power Level)
etc.
vs
Dice
1d6 Unskilled
2d6 Has Skill
2d6 Has Expertise
(Re-roll 1s and 2s)
plus
Skill (Attribute)
Hand-to-hand Combat (Brawn)
Ranged Combat (Agility)
Mental Combat (Presence)
etc.


Table: Unopposed rolls
Action Total Target Number
Dice
1d6 Unskilled
2d6 Has Skill
2d6 Has Expertise
(Re-roll 1s and 2s)
plus
Skill (Attribute)
Culture (Reason)
Finesse (Agility)
Performance (Presence)
etc.
vs
Dice
2d6
plus
Difficulty Value (DV)
3 Moderately difficult
6 Remarkably difficult
9 Extremely difficult
12 Inconceivable!


Skill Roll

If the character has the needed skill, the player rolls 2d6. If the character has Expertise with the needed skill, re-roll any 1s and 2s until all dice have a 3 or higher. This applies to any bonus dice, as well.

A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can tell a lie with a Deception (Presence) roll, but not everyone can recite an epic poem and keep the audience's attention. If a character attempts a task in which they have no skill, the player rolls one die instead of two. For example, if a character is attacked by an enemy with a knife, but the defender does not have the Hand-to-hand Combat skill, the defender rolls 1d6 and adds their Brawn.

Most skills are associated with a specific attribute (Agility, Brawn, etc.). However, the relevant attribute might change depending on the circumstances. A character's relevant attribute is added to their dice roll.

When making a skill roll, the character may add the power level (PL) rating of their equipment to their roll. Simple or multipurpose equipment, such as a universal hand tool, generally has a PL of 1. Ordinary equipment, such as a reasonably complete box of tools, would have a PL of 2. Special-purpose or very high quality equipment, such as a complete surgical theatre, would have a PL of 3.

Some powers and gifts allow a character to add their Power Level to a skill roll. If the character has more than one such ability, the character's Power Level is added to their skill roll only once. The PL from a character's powers does not usually stack with the PL of their equipment: the character gets the benefit of whichever PL is greater.

Difficulty

The difficulty of the task depends on whether someone or something is actively working against the character.

Opposed Tasks

If the character is actively competing against an opponent, the target number is usually equal to the opponent's roll plus their relevant attribute, plus the rating of their equipment, if any. In combat, the relevant attribute of the target is normally Brawn for Hand-to-hand Combat attacks, Agility for Ranged Combat attacks, and Presence for Mental Combat attacks. However, the attribute used for the opponent's roll might change depending on the circumstances. Both the character and their opponent add the rating of their relevant equipment, if any, to their roll (only the highest rated piece of equipment applies).

Unopposed Tasks

If no one is actively working against the character, the GM simply sets a difficulty value (DV). In most cases, if the GM requires the player to roll dice to accomplish an unopposed task, it's because the GM has deemed that task "moderately difficult". Moderately difficult tasks have a difficulty value of 3 (DV 3). More difficult tasks have a higher difficulty value.


Table: Difficulty value examples
Difficulty Value Examples
-- Routine Perform a familiar task under ordinary conditions
3 Moderately difficult Perform a familiar task under hostile conditions, or an unfamiliar task under ordinary conditions
6 Remarkably difficult Perform an unfamiliar task under hostile conditions
9 Extremely difficult Perform an esoteric task under ordinary conditions
12 Inconceivable! Perform an esoteric task under hostile conditions


There is no need to roll for routine tasks: characters automatically succeed at routine tasks. Similarly, there is usually no need to roll if there is no penalty for failure and/or no time limit: it might take months, but the character will succeed eventually.

Types Of Attacks

Each attack, whether from a power or an ordinary weapon, is one of three types: normal, mental, or alteration.

Most attacks are normal attacks. A successful normal attack reduces the target's current Endurance. Blasters, psiblades, and powers such as Blast are all normal attacks. Armor, force fields, and powers such as Ward are effective against normal attacks. Normal attacks are usually resolved with an Agility roll or a Brawn roll. Normal attacks are usually obvious when used.

Mental attacks are those which affect the target's mind directly. Conventional defenses such as armor and Ward are not effective against mental attacks: only Mental Resistance is effective against mental attacks. Mental attacks are usually resolved with a Power Level vs. Presence roll. Mental attacks are obvious to anyone who has Mental Resistance or mental powers, but are usually invisible to everyone else.

Alteration attacks are those which transform the target in some way, or which affect one of the target's attributes other than Endurance. Conventional defenses such as armor and Ward are not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. Alteration attacks are usually resolved with a Power Level roll against the target's Agility or Brawn roll. Alteration attacks are usually obvious when used.

Bonuses And Penalties

A character's roll may have one or more bonus dice and one or more penalty dice. For example, a circumstance that makes an attack more difficult would impose a penalty die on the attack, while a circumstance that makes it easier to defend against attacks would grant a bonus die to the defender. Each bonus die adds one to the number of dice the player rolls, while each penalty die subtracts one from the number of dice the player rolls. If the number of dice a player rolls is reduced below zero, their opponent (or the GM) gains bonus dice, instead.


Table: Attack bonuses and penalties
Circumstance Modifier
GM deems attempt impossible Attempt fails
Attacker is making an all-out move (sprinting) Attack fails
Attacker can't perceive defender in ranged combat1 Attack fails
Attacker can't perceive defender in hand-to-hand combat1 Penalty die
Attacker is attempting to disarm the defender2 Penalty die
Attacker is distracted3 Penalty die
Attacker is restrained4 Penalty die
Attacker is running Penalty die
Attacker is surprised Penalty die
Attacker is using a sweep attack5 Penalty die
Attacker is using a two-handed weapon with one hand Penalty die
Target is beyond effective range of the weapon Penalty die
Underwater combat7 Penalty die
Zero-G combat8 Penalty die
Attacker is charging the defender6 Bonus die
  1. Blinding attacks
  2. Disarming
  3. Distracting
  4. Restrained characters
  5. Sweep Attack
  6. Charging
  7. Underwater Combat
  8. Zero-G Combat


Table: Defense bonuses and penalties
Circumstance Modifier
Defender is distracted1 Penalty die
Defender is prone in hand-to-hand combat2 Penalty die
Defender is restrained3 Penalty die
Defender is surprised Penalty die
Defender can't perceive attacker4 Penalty die
Defender has cover5 Bonus die
Defender is prone in ranged combat2 Bonus die
Defender is making a double move (running) Bonus die
Defender is making an all-out move (sprinting) Bonus die
  1. Distracting
  2. Prone characters
  3. Restrained characters
  4. Blinding attacks
  5. Cover


Cover

A character hiding behind an obstruction is more difficult to hit. The defender gains a bonus die on their defense roll.

Prone Characters

A prone character is easier to hit with a hand-to-hand attack, but is harder to hit with a ranged attack. A prone defender incurs a penalty die on their defense rolls against Hand-to-hand Combat attacks, but they receive a bonus die on their defense rolls against Ranged Combat and Mental Combat attacks. Standing up from a prone or seated position requires a move action.

Restrained Characters

A restrained character is not helpless, but they can't use movement until they break free of the restraints. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained. If the character is completely immobilized, they are considered helpless rather then merely restrained.

Helpless Or Unconscious Characters

A helpless or unconscious character can't defend themselves nor make attack rolls, defense rolls, or skill rolls. They are effectively at the mercy of any attacker.

Range

There are five range bands: hand-to-hand, short, medium, long, and extreme. Hand-to-hand is the distance that a character can reach with their hands or with a hand-held weapon: anywhere from "in your face" up to about one meter. Short range is the distance that a character can easily reach with small hand-held weapons, or with thrown weapons with a bit of luck: up to 10 meters. Medium range is too far for thrown weapons, but is within range of most small arms: up to 100 meters or so. Long range is too far for most handguns, but is within range of most rifles, with careful aim and a steady hand: up to a kilometer. A few weapons have even greater range, called "extreme": these are effective at distances of 10 kilometers or more.

Weapons that are useful at a distance have an effective range given in their description, while the range of powers is based on the character's Power Level.


Table: Range bands
Range Typical weapons
Hand-to-hand (1 m) Fist, sword, psiblade
Short (10 m) Blaster pistol, flamethrower, grenade
Medium (100 m) Blaster rifle, wrist rocket
Long (1 km) Sniper rifle, blaster cannon
Extreme (10 km+) Long-range artillery, guided missile

Combining Effort

Multiple characters can work together to increase their effectiveness. All of the characters make a roll as usual. The total number of characters working together is added to the lowest roll, up to a maximum of +10. The outcome of all other rolls are determined normally.

In combat, all of the characters ganging up on an opponent must strike simultaneously (meaning every attacker but one must delay their attack). Noncombat tasks might benefit from a multidisciplinary approach. For example, disabling an alien doomsday weapon would obviously benefit from engineering experience, but a keen understanding of alien psychology or linguistics could also be helpful. This allows characters with different skills to combine their efforts to accomplish the task.

Extended Tasks

Some tasks are more complex or time-consuming than can reasonably be resolved with a single roll. For example, constructing a starship or racing through a city could both be extended tasks. When attempting an extended task, the GM sets a difficulty value and the required number of successes. The GM might also set a maximum number of attempts, to indicate tasks which have a time limit or a penalty for failure, such as disarming a bomb before it explodes. In extended opposed tasks, such as a competition between rival scientists to create a cure for a disease, the first person or team to achieve the required number of successful rolls succeeds at the task.

Example:

Kiva is trying to escape from Issvisk by zig-zagging through the city. The GM declares that this is an extended Athletics (Agility) contest. Each round, both Kiva and Issvisk will make an Athletics (Agility) roll, and count how many times each character wins the contest (on a tie, Kiva wins). The GM declares that if Kiva gets three more successes than Issvisk, then she loses him. Until then, Kiva and Issvisk can attempt to attack each other each round. Because both Kiva and Issvisk are running, they both have a penalty die on their attack rolls and a bonus die on their defense rolls.

Consequences

Success

If the player's roll equals or exceeds the target number, the character succeeds in a completely satisfactory manner: the clue is found, the engine is repaired, or the blaster bolt finds its target, inflicting one point of Endurance damage. However, rolling higher than the required target number may grant additional benefits.

Margin Of Success (Optional)

Margin of success is an optional rule which will make combat more brutal.

The amount by which a player's roll exceeds the target number is called the margin of success. If the target number is 12, and the player's total is 15, they have margin of success of 3.

If the player has a margin of success of 3 or more when making a skill roll, the character may have a "eureka!" moment, or perhaps they have found answers to questions they didn't even know they should ask. If the player has a margin of success of 3 or more when making a combat roll, the attack inflicts an additional point of damage for each 3 that the player rolled over the target number.

For example, if an attacker made a Hand-to-hand Combat roll against a target number of 11, and the attacker rolled a total of 19, this would be a margin of success of 8. The attack inflicts an additional point of damage for each 3 that the player rolled over the target number, so this attack inflicts two additional points of Endurance damage to the target (12, 13, 14 = +1, 15, 16, 17 = +2).

Be aware that using the margin of success rule in combat will usually hurt the player characters more than it hurts the villains.

Failure

Failing a skill roll is not the end of the world. A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed attempt be a dead-end, it should mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects. Remember that success and failure are both paths to the same goal: to make the game more fun. Failure is okay. Boredom is not.

Failure should never make the game less interesting.

For example, Issvisk is trying to intimidate a G'Dree technician into revealing details about the organization's plans to distribute a new, highly addictive psychoactive chemical disguised as a nutritional supplement. Sadly, Issvisk's player rolls poorly, and fails to intimidate the technician. Rather than having this be the end of this line of inquiry, the GM has several options.

  • Quid pro quo: The technician will give Issvisk the information, but only if Issvisk gives the technician something in exchange. This could be something as prosaic as credits, but with the G'Dree the cost is more likely to be something rare or unique, such as blueprints for an experimental device or a sample of Issvisk's DNA.
  • Red herring: The technician tells Issvisk what he wants to hear, but the information is not true or it leads Issvisk off on a wild goose chase. If the technician is clever, she may send Issvisk after a local Instrumentality patrol ship that has been causing problems for the G'Dree.
  • Stirring the pot: Issvisk gets the information, but his activities attract attention. Rivals of the G'Dree learn of their psychoactive nutritional supplement as a result of Issvisk's activities, and they try to beat him to the prize. Alternately, the rival organization might use Issvisk as a stalking horse, allowing Issvisk and the G'Dree to fight each other so that they will have an easier time taking the spoils from the winner.
  • Alerting the enemy: Issvisk gets the information, but the G'Dree learn of Issvisk's interest in their activities and they begin to make preparations against him. It could even be that the technician was intended to be captured by Issvisk all along, in order to set him up for an ambush!

Endurance And Recovery

Endurance (END) represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which are expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".

When a character is successfully attacked, one (or more, if using the optional margin of success rules) is subtracted from their current Endurance. A character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.

Area and stunning attacks modify attacks or how characters defend against them. Blinding and terrifying attacks have additional effects on the target, which the target may usually resist by making a roll against the attack.

When the conflict has ended, the combatants may rest and recover. Normally, an injured character may recover half of their lost Endurance (rounded up) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.

If the character has taken some other form of damage, such as damage to one of their attributes, this damage is temporary. It all comes back after the character has had a chance to rest and recuperate.

Inanimate Objects

Inanimate objects have Endurance, reflecting the structural integrity of the object. An object which has lost more than half of its Endurance is damaged, and may not work properly. An object which has lost of all of its Endurance is effectively destroyed.

Unnamed Characters

An unnamed character is defeated on any successful attack roll. They make up for this by vastly outnumbering the player characters.

Death

In the source material which ZeroSpace seeks to emulate, main characters very rarely die. That being said, if the GM and the player both agree that the game would be best served by the character taking the final bow, then so be it.

Special Actions

Charging

A charging attack involves using the velocity of the attacker to increase the damage inflicted. Charging requires the attacker to use their move action to travel directly toward the target, followed by a Hand-to-hand Combat roll. The attacker gains a bonus die on the roll. Charging may be called by various names depending on the technique the attacker uses, such as a "flying tackle", "ramming", or a "pounce".

Disarming

A disarm is a special hand-to-hand attack that does not inflict damage, but instead deprives the target of a piece of ordinary held equipment. A disarm attack requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-to-hand Combat (Brawn) roll of the target. The attacker suffers a penalty die on the roll, and powers such as Blast, Energy Shield, and Ward do not apply to these rolls.

If the attacker's roll is equal to or greater than the defender's roll, the attacker may choose one piece of ordinary equipment held by the target and either take it away from them or knock it from the target's grasp. A disarm may be used against equipment which has been purchased as a power only if the GM (for NPC targets) or the other player (for player character targets) gives their consent. This information should be given to the attacker before they attempt to disarm the target.

Distracting

Distraction can be used by a character to mislead an enemy into dropping their guard. Distracting an opponent requires using a standard action to make a Deception (Presence) roll against the Deception (Presence) of the opponent. If the character attempting to use distraction rolls more than the target, the distraction is successful: the distracted character suffers a penalty die on their next attack roll or their next defense roll, whichever comes first.

Dodging

During their turn, or as a forced action, a character may use a standard action to focus exclusively on defense. Dodging might involve using finesse to harmlessly divert attacks away, or it might entail using brute force to withstand attacks: the choice is up to the player. Dodging grants a bonus die to the character's defense roll when they are attacked. A character who is using their action to dodge continues to receive this benefit until they take their next turn.

Grappling

A grapple is a special hand-to-hand attack that does not inflict damage, but instead restrains the target. A grapple attack requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-to-hand Combat roll of the target, using the target's Agility or Brawn (whichever is greater). Powers such as Strike, Damage Resistance, and Force Field do not apply to these rolls.

If the attacker's roll is equal to or greater than the defender's roll, the target is restrained. A restrained character is not helpless, but they can't use move actions until they break free of the grapple. A restrained character incurs a penalty die on all rolls other than rolls to escape the grapple.

A grapple is not normally able to inflict damage directly (like a punch), but the attacker may attempt to use leverage to hurt the grappled character by making another Hand-to-hand Combat attack on one of their future turns.

Breaking Free Of A Grapple

To break free of a grapple, the target must use a standard action to make a successful Hand-to-hand Combat roll using their Agility or Brawn (whichever is greater) against a Hand-to-hand Combat (Brawn) roll of the attacker. If the target succeeds at this roll, they break free of the grapple. Alternately, the grappling character may release the restrained character at any time, without using an action.

Hurting A Grappled Target

If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use a standard action to make a Hand-to-hand Combat (Brawn) roll against the restrained character's Hand-to-hand Combat roll, using the restrained character's Agility or Brawn (whichever is greater).

Grapple vs. Grapple

If the grappled character succeeds in a grapple attack against the original attacker, both characters are considered restrained. Neither character can use move actions until they break free of their opponent's grapple. While restrained, both characters incur a penalty die on all rolls other than rolls to escape the grapple.

Throwing A Grappled Target

If the attacker wishes to throw the grappled character, the distance an attacker may throw the defender is based on the Brawn of the attacker and the mass of the defender. First, look up the mass of the defender in the "Lift" column (rounding to the nearest mass value), and find the corresponding Brawn for that mass. Subtract that from the Brawn of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can throw the restrained character.

Running For Cover

Attacks which are particularly large, such as explosions and crashing starships, are much more difficult to avoid. The only way to avoid such attacks is to not be under them when they land. If a character is about to be hit by a large attack, they can take a forced action to run for cover. When running for cover, the character sprints to the nearest open ground which is beyond the area of the attack or behind the nearest cover. A character may perform a forced action to run for cover from an ordinary attack, if they want, but it sacrifices their next action.

Slamming

A slam or takedown is a special form of hand-to-hand attack that uses a target's mass and velocity against them so that they fall to the ground (or are hurled against a nearby flat surface, in zero-G). A slam can represent an aikido throw, a leg sweep, a judo hip toss, or even tripping someone with an umbrella, depending on the attacker's fighting style. A slam requires a successful Hand-to-hand Combat (Brawn) roll against the Hand-to-hand Combat (Brawn) roll of the target. If the attacker's Hand-to-hand Combat roll is equal to or greater than the defender's roll, the defender falls to the ground and may be injured by the impact.

If the defender is stationary and not restrained at the time of the attack, the defender gains a bonus die on their defense roll; if the defender is moving at the time of the attack, the defender receives a penalty die on their defense roll.

A character who has been slammed is prone and must normally use a move action to get back up.

Sweep Attack

A sweep attack permits a character to make hand-to-hand attacks against everyone within reach of the character simultaneously. The attacker incurs a penalty die on each roll. The targets must each attempt a Hand-to-hand Combat (Brawn) roll to defend against the attack, as usual.

Special Attack Types

Area Attacks

Area attacks inflict damage to everyone within the affected area. The attacker rolls once for the attack. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Blinding

A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a penalty die on their Hand-to-hand Combat attack and defense rolls, a penalty die on their Ranged Combat defense rolls, and they automatically fail any Ranged Combat attack rolls. However, if the blinded character is able to locate their target to within a meter or so, then the blinded attacker incurs a penalty die on their Ranged Combat attack rolls. A blinded character suffers no penalty on their Mental Combat defense rolls, but they automatically fail any Mental Combat attack rolls.

To recover from a blinding attack, the target must use a standard action to make a challenging (DV 3) Perception (Reason) roll.

If the character has not recovered from the blinding attack by the end of the scene, then they recover their senses shortly thereafter.

Burst Fire Weapons

Weapons which fire multiple times per round, such as a repeating blaster, usually grant a bonus die, and they might or might not do more damage than their single-shot equivalents (PL 4 instead of PL 3, for example). However, the attack is only resolved once. Whether the damage from an attack is inflicted by one discrete injury or twelve, it's all just one Ranged Combat roll. There's no "roll damage three times" mechanic like some game systems have.

Stunning

Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Terrifying

A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a penalty die on their defense rolls, while a fleeing character is granted a bonus die to their defense rolls.

To recover from a terrifying attack, the target must make a remarkably difficult (DV 6) Survival (Presence) roll.

If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.

Plot Points

Each player begins each game session with at least one plot point. A player gains a plot point when they do something particularly entertaining or interesting, when one of their character's complications causes a serious problem for them during the game, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot points are spent to alter the game world, gain a bonus die, or gain an advantage in combat.

Gaining Plot Points

Players receive plot points for helping make the game more fun, and they spend them to make their character more effective. Each player starts each game session with one plot point, and should get one or two more during each game session. It's in the players' best interests to spend these plot points before the end of the game session, because any unspent plot points do not carry over to the next game (unless the GM makes an exception).

Plot points shouldn't be given to a player just for roleplaying their character -- they should be doing that anyway. The GM should give out a plot point when the player does something really exceptional or inventive, or when the player volunteers for their character to suffer some dramatic setback. For example, if a character upholds their ideals rather than choosing the easy or expedient solution, and this causes serious problems for the players, this would earn the player a plot point -- and if the consequences are serious enough, it might earn all of the players a plot point. The player might even suggest ways that their character's complications can come into play, giving the GM an opportunity to ramp up the tension.

It's important for the GM to remember that while plot points are a reward for making the game fun, they also make the characters more powerful. A game in which plots points are handed out by the handful will have a much different feel than one in which they are given out sparingly. It's probably reasonable for each player to receive one or two plot points over the course of a typical three or four hour game session.

Spending Plot Points

Plot points can be spent by players at any time, even when their character is unconscious. The examples listed here are the most common uses for plot points, but they aren't the only ones. If a player wants to spend a plot point to make something fun happen, and it has about the same impact on the game as these examples, the GM should consider permitting it. For example, let's say an earthquake has collapsed the roof of a cavern, dropping tons of rock on the characters. If a character with Telekinesis wanted to spend a plot point to protect herself and her allies from being crushed, should the GM permit it? Sure! It's fun, and it doesn't unbalance the game.

Bonus Die

A bonus die is just that: the player spends a plot point, and their character gains a bonus die on the current roll. The player may spend the plot point before or after the rest of her dice are rolled.

Escape

Spending a plot point allows the character to immediately break free of a grapple or a lasting power such as Possession, Sensory Deprivation, or Stasis.

Inspiration

Despite the best intentions of the GM, sometimes players get stuck. All of the leads have been followed, all of the witnesses have been interviewed, and the players are oblivious to the obvious solution the GM has given them to their dilemma. When all else fails, a player can spend a plot point to make an intuitive leap and receive a hint from the GM on what to do next.

If the GM finds this happening with any regularity, it might be worthwhile for them to make their plots a bit less mysterious.

Power Stunt

A power stunt permits a character to use their current powers in new and creative ways. For example, a character with Shock might use a power stunt to disrupt an electronic lock. The outcome of a power stunt is not automatically successful: the player still needs to roll to determine the outcome, if the outcome is contested or subject to some uncontrolled factor. A player who used a power stunt to gain Computing would still need to make a Computing roll in order to hack the lock.

Power stunts usually only last for one round, but they might last as long as a scene if that seems to make sense and the GM agrees.

Rally

Under normal circumstances, an injured character recovers half of the Endurance they have lost (rounded up) after they have had a chance to rest and recuperate for half an hour or so. Spending a plot point allows a character to rally and immediately recover half of the Endurance they have lost, as though they'd had a half-hour's worth of rest.

Retcon

"Retcon" is short for "retroactive continuity": changing the past in some way that supports the current needs of the plot. This can be a needed resource that had previously been overlooked ("If we only had a wheelbarrow..."), or it can take the form of a character revealing a previously unknown era in their history, thus giving them new information. A retcon could also be used to apply a character's skills and abilities in a way that makes it seem they planned ahead in a particularly cunning way, such as having already established a false identity as a caterer in order to sneak into an exclusive banquet.

A good retcon should not overtly violate what has been established in the game: it should build on what has been established in a fun and inventive way.

Retcons are essentially permanent.

Surge

A surge increases one of the character's attributes by one. A character with Brawn 5 could gain a temporary surge to Brawn 6, or a character with Presence 7 could gain a temporary surge to Presence 8.

A surge usually only lasts for one round, but it might last as long as a scene if that seems to make sense and the GM agrees.