ZeroSpace 3e EN:Actions: Difference between revisions

From OGC
Jump to navigation Jump to search
No edit summary
 
(199 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[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.


Line 13: Line 14:
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, and every decision takes on a greater importance.
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 "fly, you fools!"). We call these "movement actions", "task actions", and "roleplaying actions", respectively. A character can perform a task before, during, or after they move.




''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''
|}
|}


Line 34: Line 33:
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 a reason to attack. For example, if a player character is lurking on a rooftop and observes a gang of thieves breaking into a storehouse, there is no need to roll to see who goes first. The thieves are unaware that there is anyone to fight, so they continue carrying crates out of the storehouse. In the first round of combat, only the player character has an 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 thieves 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 thieves. If the combatants become aware of their adversaries in a set order, then that is the order in which they act in combat.
===Initiating Conflict===
 
Alternately, 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 roll at the beginning of the scene. Turns proceed each round from the highest roller to the 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. 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.


===Delaying A Turn===
===Delaying A Turn===
Line 50: Line 47:
''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_Effort|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 77: 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 89: 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_Attack|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 111: 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 119: 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: movement actions, task actions, free 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.


===Movement 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
|}


With a movement action, a character may move the distance permitted by their Agility and/or Brawn (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.
===Move Action===


A running character gains a bonus die on their defense roll, but they receive a penalty die on any skill rolls or ranged attack rolls.
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.


A sprinting character also gains a bonus die on their defense roll and a penalty die on any skill rolls, but they automatically fail any ranged attack rolls.
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 itself does not generally require a roll, although the GM may require an Athletics 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.
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 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 a task before, during, or after they move.
===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===
===Free Action===


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, standing up from a prone or seated position, and so on.
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==


===Roleplay Action===
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.


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".
<center>'''All rolls are skill rolls.'''</center>


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.


===Reaction===
{| 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.
|}
|}


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.


==Rolling Dice==
{| cellpadding="4" cellspacing="1"
|+Table: Unopposed rolls
|-
! class="aligncenter h1cell" colspan="3"|Action Total
|
! class="aligncenter h1cell" colspan="3"|Target Number
|-
| 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"|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="alignleft"|Moderately difficult
|-
| class="aligncenter"|6
| class="alignleft"|Remarkably difficult
|-
| class="aligncenter"|9
| class="alignleft"|Extremely difficult
|-
| class="aligncenter"|12
| class="alignleft"|Inconceivable!
|}
|}


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 the character's action value (AV). This roll is compared to 2d6 plus a difficulty value (DV). If the player's roll equals or exceeds the target number, the character's attempt succeeds.


<center>'''2d6 + action value vs. 2d6 + difficulty value'''</center>
===Skill Roll===


===Action Value===
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's action value (AV) is usually equal to the attribute they are using to accomplish the task at hand, plus the rating of the equipment being used, if any. For example, if a character is attempting to climb a sheer cliff, the character's action value is usually equal to their Brawn plus the rating of their climbing equipment. However, the relevant attribute might change depending on the circumstances. For example, following someone through a crowded marketplace might depend on a character's Stealth skill based on their Agility, while moving silently through a darkened building might call for a character's Stealth skill based on their Perception.
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.


In combat, the character's action value is often called their "attack value" -- the two terms are functionally interchangeable. In close combat, the action value of a character is equal to their Brawn plus the rating of their weapon. In ranged combat, the action value of a character is equal to their Agility plus the rating of their weapon.
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.


===Difficulty Value===
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.


The difficulty value (DV) depends on whether or not the task at hand is opposed by another character: whether someone or something is actively working against the character.
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.


====Opposed Tasks====
===Difficulty===


If the character is actively competing against an opponent, the difficulty value (DV) is usually equal to the opponent's relevant attribute plus the rating of their equipment, if any. As with the action value, the attribute used for the difficulty value might change depending on the circumstances.
The difficulty of the task depends on whether someone or something is actively working against the character.


A defender with a higher defense value is harder to hit, more resistant to injury, or both. In combat, the defense value (DV) of the target is equal to their relevant defense attribute (Brawn for close combat, Agility for ranged combat) plus the rating of their armor or energy shields.
====Opposed Tasks====


Multiple layers of defense value do not stack -- only the highest defense value applies.
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====
====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 "challenging". Challenging tasks have a difficulty value of 3. More difficult tasks have a higher difficulty value.
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.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Difficulty value examples
|+Table: Difficulty value examples
|- class="h1row"
|-  
! class="aligncenter" colspan="2"|Difficulty value
! class="aligncenter" colspan="2"|Difficulty Value
! class="alignleft"|Examples
! class="alignleft"|Examples
|- class="oddrow"
|-  
| class="aligncenter"|--
| class="aligncenter"|--
| class="alignleft"|Routine
| class="alignleft"|Routine
| class="alignleft"|Perform a familiar task under ordinary conditions
| class="alignleft"|Perform a familiar task under ordinary conditions
|- class="evenrow"
|-  
| class="aligncenter"|3
| class="aligncenter"|3
| class="alignleft"|Challenging
| class="alignleft"|Moderately difficult
| class="alignleft"|Perform a familiar task under hostile conditions, or an unfamiliar task under ordinary conditions
| class="alignleft"|Perform a familiar task under hostile conditions, or an unfamiliar task under ordinary conditions
|- class="oddrow"
|-  
| class="aligncenter"|6
| class="aligncenter"|6
| class="alignleft"|Frustrating
| class="alignleft"|Remarkably difficult
| class="alignleft"|Perform an unfamiliar task under hostile conditions, or an esoteric task under ordinary conditions
| class="alignleft"|Perform an unfamiliar task under hostile conditions
|- class="evenrow"
|-  
| class="aligncenter"|9
| class="aligncenter"|9
| class="alignleft"|Nigh-impossible
| 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
| class="alignleft"|Perform an esoteric task under hostile conditions
|}
|}
Line 213: Line 388:
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.
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.


===Bonuses And Penalties===
===Types Of Attacks===
 
Each attack, whether from a power or an ordinary weapon, is one of three types: normal, mental, or alteration.


A character's roll may have one or more bonus dice and one or more penalty dice. 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. However, the player can always roll at least one die, regardless of how many penalty dice their character has.
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.


<center>'''You can always roll at least one die.'''</center>
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.


For example, if a defender can't perceive an attacker (which imposes a penalty die on their defense roll) and the defender is surprised (which also imposes a penalty die on their defense roll), the defender's player can still roll one die when they are attacked.
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===


{| cellpadding="4" cellspacing="1"
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: Skill bonuses and penalties
|- class="h1row"
! class="aligncenter"|Circumstance
! class="aligncenter"|Modifier
|- class="oddrow"
| class="alignleft"|GM deems attempt impossible
| class="alignleft"|Attempt fails
|- class="evenrow"
| class="alignleft"|Character is distracted<sup>1</sup>
| class="alignleft"|Penalty die
|- class="oddrow"
| class="alignleft"|Character is running or sprinting
| class="alignleft"|Penalty die
|- class="evenrow"
| class="alignleft"|Character has expertise<sup>2</sup>
| class="alignleft"|Bonus die
|}
#[[ZeroSpace:Actions#Distracting|Distracting]]
#[[ZeroSpace:Skills#Areas_Of_Expertise|Areas Of Expertise]]




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Attack bonuses and penalties
|+Table: Attack bonuses and penalties
|- class="h1row"
|-  
! class="aligncenter"|Circumstance
! class="aligncenter"|Circumstance
! class="aligncenter"|Modifier
! class="aligncenter"|Modifier
|- class="oddrow"  
|-  
| class="alignleft"|GM deems attack impossible
| 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"|Attack fails
|- class="evenrow"
|-  
| class="alignleft"|Attacker is sprinting
| class="alignleft"|Attacker can't perceive defender in ranged combat<sup>1</sup>
| class="alignleft"|Attack fails
| class="alignleft"|Attack fails
|- class="oddrow"
|-  
| class="alignleft"|Attacker can't perceive defender<sup>1</sup>
| class="alignleft"|Attacker can't perceive defender in hand-to-hand combat<sup>1</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"
|-  
| class="alignleft"|Attacker is distracted<sup>2</sup>
| class="alignleft"|Attacker is attempting to disarm the defender<sup>2</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="oddrow"
|-  
| class="alignleft"|Attacker is restrained<sup>3</sup>
| class="alignleft"|Attacker is distracted<sup>3</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"  
|-  
| class="alignleft"|Attacker is restrained<sup>4</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Attacker is running
| class="alignleft"|Attacker is running
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="oddrow"
|-  
| class="alignleft"|Attacker is surprised
| class="alignleft"|Attacker is surprised
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"
|-  
| class="alignleft"|Attacker is using a sweep attack<sup>4</sup>
| class="alignleft"|Attacker is using a sweep attack<sup>5</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="oddrow"
|-  
| class="alignleft"|Attacker is using a two-handed weapon with one hand
| class="alignleft"|Attacker is using a two-handed weapon with one hand
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"
|-  
| class="alignleft"|Target is beyond effective range of the weapon
| class="alignleft"|Target is beyond effective range of the weapon
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="oddrow"
|-  
| class="alignleft"|Underwater combat<sup>5</sup>
| class="alignleft"|Underwater combat<sup>7</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"
|-  
| class="alignleft"|Zero-G combat<sup>6</sup>
| class="alignleft"|Zero-G combat<sup>8</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="oddrow"
|-  
| class="alignleft"|Attacker is charging the defender<sup>7</sup>
| class="alignleft"|Attacker is charging the defender<sup>6</sup>
| class="alignleft"|Bonus die
| class="alignleft"|Bonus die
|}
|}
#[[ZeroSpace:Gifts#Blindfighting|Blindfighting]]
#[[ZeroSpace_3e_EN:Actions#Blinding|Blinding attacks]]
#[[ZeroSpace:Actions#Distracting|Distracting]]
#[[ZeroSpace_3e_EN:Actions#Disarming|Disarming]]
#[[ZeroSpace:Actions#Grappling|Grappling]]
#[[ZeroSpace_3e_EN:Actions#Distracting|Distracting]]
#[[ZeroSpace:Actions#Sweep_Attack|Sweep Attack]]
#[[ZeroSpace_3e_EN:Actions#Restrained_Characters|Restrained characters]]
#[[ZeroSpace:Gifts#Underwater_Combat|Underwater Combat]]
#[[ZeroSpace_3e_EN:Actions#Sweep_Attack|Sweep Attack]]
#[[ZeroSpace:Gifts#Zero-G_Combat|Zero-G Combat]]
#[[ZeroSpace_3e_EN:Actions#Charging|Charging]]
#[[ZeroSpace: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: Defense bonuses and penalties
|+Table: Defense bonuses and penalties
|- class="h1row"
|-  
! class="aligncenter"|Circumstance
! class="aligncenter"|Circumstance
! class="aligncenter"|Modifier
! class="aligncenter"|Modifier
|- class="oddrow"
|-  
| class="alignleft"|Defender is distracted<sup>1</sup>
| class="alignleft"|Defender is distracted<sup>1</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"
|-  
| class="alignleft"|Defender is prone; attack is close combat<sup>2</sup>
| class="alignleft"|Defender is prone in hand-to-hand combat<sup>2</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="oddrow"
|-  
| class="alignleft"|Defender is restrained<sup>3</sup>
| class="alignleft"|Defender is restrained<sup>3</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"
|-  
| class="alignleft"|Defender is surprised
| class="alignleft"|Defender is surprised
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="oddrow"
|-  
| class="alignleft"|Defender can't perceive attacker<sup>4</sup>
| class="alignleft"|Defender can't perceive attacker<sup>4</sup>
| class="alignleft"|Penalty die
| class="alignleft"|Penalty die
|- class="evenrow"
|-  
| class="alignleft"|Defender has cover<sup>5</sup>
| class="alignleft"|Defender has cover<sup>5</sup>
| class="alignleft"|Bonus die
| class="alignleft"|Bonus die
|- class="oddrow"
|-  
| class="alignleft"|Defender is prone; attack is ranged<sup>2</sup>
| 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"|Bonus die
|- class="evenrow"
|-  
| class="alignleft"|Defender is running or sprinting
| class="alignleft"|Defender is making an all-out move (sprinting)
| class="alignleft"|Bonus die
| class="alignleft"|Bonus die
|}
|}
#[[ZeroSpace:Actions#Distracting|Distracting]]
#[[ZeroSpace_3e_EN:Actions#Distracting|Distracting]]
#[[ZeroSpace:Actions#Being_Prone|Being prone]]
#[[ZeroSpace_3e_EN:Actions#Prone_Characters|Prone characters]]
#[[ZeroSpace:Actions#Grappling|Grappling]]
#[[ZeroSpace_3e_EN:Actions#Restrained_Characters|Restrained characters]]
#[[ZeroSpace:Gifts#Blindfighting|Blindfighting]]
#[[ZeroSpace_3e_EN:Actions#Blinding|Blinding attacks]]
#[[ZeroSpace:Actions#Cover|Cover]]
#[[ZeroSpace_3e_EN:Actions#Cover|Cover]]




====Being Prone====
====Cover====


A prone character is easier to hit at close range (hand to hand), but harder to hit at short range or farther. If the defender is prone and the attacker is in close range, the defender receives a penalty die on their defense roll. If the defender is prone and the attacker is at short ranger or farther, the defender gains a bonus die on their defense roll.
A character hiding behind an obstruction is more difficult to hit. The defender gains a bonus die on their defense roll.


====Cover====
====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 character hiding behind an obstruction is more difficult to hit. The defender gains a bonus die.
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====
====Range====


There are five range bands: close, short, medium, long, and remote. Close 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.
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 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 a penalty die.
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"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Range bands
|+Table: Range bands
|- class="h1row"
|-  
! class="alignleft" |Range
! class="alignleft" |Range
! class="alignleft" |Typical weapons
! class="alignleft" |Typical weapons
|- class="oddrow"
|-
| class="alignleft" |Close
| class="alignleft" |Hand-to-hand (1 m)
| class="alignleft" |Fist, sword, psiblade
| class="alignleft" |Fist, sword, psiblade
|- class="evenrow"
|-
| class="alignleft" |Short (10 m)
| class="alignleft" |Short (10 m)
| class="alignleft" |Blaster pistol, flamethrower, grenade
| class="alignleft" |Blaster pistol, flamethrower, grenade
|- class="oddrow"
|-
| class="alignleft" |Medium (50 m)
| class="alignleft" |Medium (100 m)
| class="alignleft" |Blaster rifle, wrist rocket
| class="alignleft" |Blaster rifle, wrist rocket
|- class="evenrow"
|-
| class="alignleft" |Long (500 m)
| class="alignleft" |Long (1 km)
| class="alignleft" |Sniper rifle, blaster cannon
| class="alignleft" |Sniper rifle, blaster cannon
|- class="oddrow"
|-
| class="alignleft" |Remote
| class="alignleft" |Extreme (10 km+)
| class="alignleft" |Long-range artillery, guided missile
| class="alignleft" |Long-range artillery, guided missile
|}
|}


===Combining Effort===
===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 highest roll (all other rolls are discarded).
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). The the total number of attackers is added to the highest attack roll (all other rolls are discarded).


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.
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===
===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.
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==
==Consequences==
Line 389: Line 567:
===Success===
===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 hyperspace engine is repaired, or the blaster bolt finds its target, inflicting one endurance damage. However, rolling higher than the required target number may grant additional benefits (see XXX Margin Of 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===
===Failure===


Failing a 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 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.
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.


<center>'''Failure should never make the game less interesting.'''</center>
<center>'''Failure should never make the game less interesting.'''</center>


For example, Venn Rao is trying to intimidate a G'Dree technician into revealing details about their plans to distribute a new, highly addictive psychoactive chemical disguised as an energy drink. Sadly, Venn Rao'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.
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 Venn Rao the information, but only if Venn Rao 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 Venn Rao's DNA.
* ''' ''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 Venn Rao what he wants to hear, but the information is not true or it leads Venn Rao off on a wild goose chase. If the technician is clever, he may send Venn Rao after a local Instrumentality patrol ship that has been causing problems for the G'Dree.
* '''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:''' Venn Rao gets the information, but his activities attract attention. Rivals of the the G'Dree learn of their psychoactive energy drink as a result of Venn Rao's activities, and they try to beat him to the prize. Alternately, the rivals might use Venn Rao as a stalking horse, allowing Venn Rao and the G'Dree to fight each other so that they will have an easier time taking the spoils from the winner.
* '''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:''' Venn Rao gets the information, but the G'Dree learn of Venn Rao'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 Venn Rao all along, in order to set him up for an ambush!
* '''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 And Recovery===


Endurance represents a character's determination and ability to shrug off physical and mental abuse. A character's base Endurance is equal to their Brawn or their Will, whichever is greater. When a character is successfully attacked, one point of damage (or more, if using the optional XXX Margin Of Success rules) is temporarily subtracted from their Endurance. A character who has lost more than half of their 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.
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".


Exploding, penetrating, and stunning attacks modify attacks or how characters defend against them. Sensory and terrifying attacks have additional effects on the target, which the target may usually resist by making a roll against the action value (AV) of the attack.
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.


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 half of the Endurance they have recently lost (rounded down) after they have had a chance to rest and recuperate for half an hour or so. After that, the character recovers additional Endurance only with extended rest and medical care. With this rest and medical care, the character will regain one Endurance per day; without it, they will regain one Endurance per week.
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 character has taken some other form of damage, such as damage to one of their attributes other than Endurance, this damage is temporary. It all comes back after the character has had a chance to rest and recuperate.
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====


Inanimate objects also 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 effectively destroyed.
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====
====Unnamed Characters====
Line 424: Line 616:
====Death====
====Death====


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.
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==
==Special Actions==
Line 430: Line 622:
===Charging===
===Charging===


A charging attack involves using the velocity of the attacker to increase the damage inflicted. Charging requires the attacker to use their movement action to travel directly toward the target, followed by a close combat attack. The charging attack itself is a close combat attack, as usual, and 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".
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 [[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.
 
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===
===Distracting===


Distraction can be used by a character to mislead an enemy into dropping their guard. Distracting an opponent requires using a task action to make a Will roll against the Will of the opponent. If the character attempting to use distraction rolls equal to or greater than the target, the distraction is successful: the next attack anyone makes against the distracted character receives a bonus die, or the distracted character suffers a penalty die on the next attack they make, whichever comes first.
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===
===Dodging===


During their turn, or as a [[ZeroSpace:Actions#Forcing_An_Action|forced action]], a character may use a task 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. The bonus die may be applied to physical attacks, social attacks, or mental attacks: this must be chosen each time the character uses an action to dodge. A character who is using their action to dodge continues to receive this benefit against the selected type of attack until they take their next turn.
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.


===Grappling===
===Grappling===


A grapple is a special form of close combat attack that does not inflict damage, but instead restrains the target's limbs and prevents them from moving freely. The attack value (AV) of a grapple is equal to the attacker's Brawn, and the defense value (DV) of the target is equal to the defender's Brawn or Agility (whichever is greater).
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.


If the attacker's roll is greater than the defender's roll, 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 a bonus die when attacking a restrained character. A restrained character's attacks are also easier to avoid: a restrained attacker incurs a penalty die on any attacks they attempt while restrained.
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.
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====
====Breaking Free Of A Grapple====


To break free of the grapple, the restrained character must use a task action to roll their Brawn or Agility (whichever is greater) against the attacker's Brawn. If the restrained character has XXX Telekinesis, they may use their Power for this roll. If the restrained character's roll is greater than the grappling character's roll, the restrained character has broken free of the grapple, and they may use their movement action for that turn. Alternately, the grappling character may release the restrained character at any time, without using an action.
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====
====Hurting A Grappled Target====


If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use an action to make another attack roll against the restrained character. Because the target is restrained, the attacker gains a bonus die on this attack.
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====
====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 normal movement until they break free of their opponent's grapple. Both characters gain a bonus die when attacking each other, which cancels out the penalty die they each incur on attacks they attempt while restrained.
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====
====Throwing A Grappled Target====
Line 466: Line 664:
===Running For Cover===
===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 [[ZeroSpace:Actions#Forcing_An_Action|forced action]] to run for cover. When running for cover, the character sprints to the nearest open ground 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.
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.


===Slamming===
===Slamming===


A slam or takedown is a special form of close combat 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. If the slam attack is successful, the defender falls to the ground and may be injured by the impact.
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.


The action value of this attack is normally equal to the attacker's Brawn, and the target's defense value is normally equal to their Brawn. 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.
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 [[ZeroSpace:Actions#Being_Prone|prone]] and must normally use a movement action to get back up.
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.


===Sweep Attack===
===Sweep Attack===


A sweep attack permits a character to make a close combat attack against everyone within reach. A sweep attack requires a separate close combat attack roll against each of the intended targets. The attacker incurs a penalty die on each roll.
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.
 
===Taunting===
 
Taunts can be used to goad an opponent into attacking. Taunting requires a Will roll against the Will 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.
 
==Special Attacks==
 
===Exploding===
 
Exploding attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), typically. The action value of the explosion diminishes with distance from the center. The action value is at its full value within half of the total radius, and one-half of its full value in the remainder of the explosion. For example, a fragmentation grenade with action value 7 would have its full action value from the center of the explosion out to a radius of 5 meters, and an action value of 3 from 5 meters out to 10 meters. The attacker rolls once for the explosion. 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.
 
===Penetrating===
 
If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.
 
===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.


==Special Attack Types==
==Special Attack Types==


===Exploding===
===Area Attacks===


Unless otherwise indicated, exploding attacks inflict damage to everyone within short range (10 m) of the target. The action value of the explosion diminishes with distance from the center. The action value is at its full value within half of the total radius, and one-half of its full value in the remainder of the explosion (round fractions down). For example, a fragmentation grenade with action value 7 would have its full action value from the center of the explosion out to a radius of 5 meters, and an action value of 3 from 5 meters out to 10 meters. The attacker rolls once for the explosion. 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.
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.


===Penetrating===
===Blinding===


If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.
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.


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


A successful sensory attack renders the target unable to see and unable to hear. An attack against a blinded and deafened character receives an attack bonus (+3).
If the character has not recovered from the blinding attack by the end of the scene, then they recover their senses shortly thereafter.


To recover from a sensory attack, the target must use a task action to make a challenging Perception roll (difficulty value 3).
===Burst Fire Weapons===


If the character has not recovered from the sensory attack by the end of the scene, then they recover their senses shortly thereafter.
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===
===Stunning===
Line 522: Line 702:
===Terrifying===
===Terrifying===


A successful 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).
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 challenging Will roll (difficulty value 3).
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.
If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.
Line 530: Line 710:
==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 harrowing 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===
Line 542: Line 722:
===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 roll. This can be a skill roll, or it can be an attempt to hit in combat. 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====
Line 555: Line 737:


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. A character with Brawn 5 could gain a temporary boost to Brawn 6, or a character with Will 7 could gain a temporary boost to Will 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 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 roll bonus (+3) to their Computing would still need to make a Computing 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.
Line 570: Line 746:
====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. If they rest for real later, they will recover another endurance level, as usual.
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.