ZeroSpace 3e EN:Actions: Difference between revisions

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


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


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


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


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


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


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


==Order Of Play==


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


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


If 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.
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.


Of course, this is all just an abstraction to make task resolution easier. In reality, everything that happens in a round occurs more or less simultaneously. The difference between going first in a round and going last in a round is less a matter of time and more a matter of who has the better awareness of the situation at that moment.
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===


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


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


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


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


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


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


''On the third round, Soraya delays her turn, waiting to see what Issvisk does. When it is Issvisk's turn, he attempts to grapple with Virek-Kohl. Soraya uses her delayed turn to assist Issvisk by [[ZeroSpace:Actions#Coordinating_Attacks|coordinating 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 280: 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''
|}
|}


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


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


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


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


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


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


Line 314: 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 322: Line 117:


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


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


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


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


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


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


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


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


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


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


With a task action, a character may attempt to perform one task. This could be attempting a skill task roll, attempting to attack an opponent in combat, activating a power and attacking someone with it, or a similar activity. Under normal circumstances, a character may perform a task action before or after a movement action, but not during it.
===Standard Action===


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


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


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


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


Reactions are usually responses to something another character does, and are usually made at the request of the GM. For example, when a character is successfully attacked, they must make a protection roll against the damage rating of the attack to see how much the attack took out of them. A character can perform reactions at any time, as often as the GM deems reasonable.
A free action takes essentially no time and can be performed at any time, as often as the GM deems reasonable. Roleplaying, for example, is a free action. This might include banter with the character's teammates, making fun of an enemy's name or clothing, or declaring that the opponent "shall not pass". A free action may also be a response to something another character does, usually at the request of the GM.


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


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


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


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


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


Easy tasks do not require a roll at all: if a character has any competence at all with an easy task, they succeed. Similarly, routine tasks should rarely require a roll unless there is some dramatic need for it. In most cases, if the GM requires the player to roll dice to successfully complete a task, it's because the GM has deemed that task "challenging". Challenging tasks require a roll to resolve, and have a base difficulty of 4. More difficult tasks have a higher task difficulty, requiring a greater roll in order to perform the task successfully. If the base difficulty exceeds the character's relevant attribute (plus bonuses) by more than 4, the task is just too difficult for that character to perform.


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Difficulty examples
|+Table: Unopposed rolls
|- class="h1row"
|-  
! class="aligncenter" colspan="2"|Base Difficulty
! class="aligncenter h1cell" colspan="3"|Action Total
! class="alignleft"|Examples
|
|- class="oddrow"  
! class="aligncenter h1cell" colspan="3"|Target Number
| class="aligncenter"|--
|-
| class="alignleft"|Easy
| style="vertical-align:top"|
| class="alignleft"|Operate simple machines
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|- class="evenrow"  
|-
| class="aligncenter"|1
! class="aligncenter h2cell" colspan="2" style="vertical-align:middle"|Dice
| class="alignleft"|Routine
|-
| class="alignleft"|Understand and modify simple machines, operate familiar technology
| class="alignleft"|1d6
|- class="oddrow"  
| class="alignleft"|Unskilled
| class="aligncenter"|4
|-
| class="alignleft"|Challenging
| class="alignleft"|2d6
| class="alignleft"|Understand and modify familiar technology, operate advanced technology
| class="alignleft"|Has Skill
|- class="evenrow"  
|-
| class="aligncenter"|7
| class="alignleft" style="padding-bottom:0px"|2d6
| class="alignleft"|Demanding
| class="alignleft" style="padding-bottom:0px"|Has Expertise
| class="alignleft"|Design and build familiar technology, understand and modify advanced technology
|-
|- class="oddrow"  
| class="alignright" colspan="2" style="padding-top:0px"|(Re-roll 1s and 2s)
| class="aligncenter"|10
|}
| class="alignleft"|Frustrating
! style="vertical-align:top"|  
| class="alignleft"|Design and build advanced technology, operate advanced alien technology
{| cellpadding="4" cellspacing="1"
|- class="evenrow"  
|-
| class="aligncenter"|13
| class="aligncenter"|''plus''
| class="alignleft"|Nigh-impossible
|}
| class="alignleft"|Understand and modify advanced alien technology
| 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"|
===Opposed Tasks===
 
Opposed tasks are those tasks where the character is actively competing against an opponent. This is often the result of combat, but it may be something non-violent. For example, a computer hacker may be trying to penetrate a system, while the system administrator is trying to close the back door and locate the hacker. The person initiating the conflict rolls the dice, and the attack succeeds if the attacker's roll equals or exceeds the task difficulty.
 
<center>'''When attempting an opposed task, the task difficulty is equal to 8 plus the defender's relevant attribute.'''</center>
 
If the circumstances of the conflict favor one side or the other, the side with the circumstantial advantage receives a bonus. A circumstance which favors the attacker grants a bonus to the task roll (often called an "attack bonus" when the conflict is a violent one). A circumstance which favors the defender imposes a difficulty modifier (typically called a "defense bonus" when the conflict is violent).
 
===Difficulty Modifiers===
 
Generally, only the largest bonus to the task roll and the largest difficulty modifier apply.
 
For example, if the defender can't see the attacker (which normally grants a +4 attack bonus) and the target of the attack is surprised (which normally grants a +4 attack bonus), the attacker would gain a +4 bonus, not +8. Similarly, if the attacker is sprinting (which normally imposes a +4 difficulty modifier) and the defender is also sprinting (which normally imposes a +4 difficulty modifier), this would impose a +4 defense bonus, not +8.
 
In some cases, a bonus or penalty may be applied to one of a character's attributes rather than to the task roll itself For example, someone using a two-handed ranged weapon with one hand incurs a -3 Accuracy penalty while they are doing so. Only the largest bonus and penalty to an attribute apply, but this is separate from any bonuses or penalties applied to any task rolls made using that attribute.
 
For example, a character who is sprinting while using a heavy repeating blaster rifle would incur a -3 Accuracy penalty and the defender would gain a +4 defense bonus.
 
{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
|+Table: Task roll modifiers
|-
|- class="h1row"
| class="aligncenter"|''plus''
! class="aligncenter"|Circumstance
|}
! class="aligncenter"|Modifier
| style="vertical-align:top"|
|- class="oddrow"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
| class="alignleft"|Defender is blocking or dodging
|-
| class="alignright"|Defense bonus +2
! class="aligncenter h2cell-alt" colspan="2" style="vertical-align:middle"|Difficulty Value (DV)
|- class="evenrow"
|-  
| class="alignleft"|Defender has partial cover
| class="aligncenter"|3
| class="alignright"|Defense bonus +2
| class="alignleft"|Moderately difficult
|- class="oddrow"
|-  
| class="alignleft"|Defender is mostly covered
| class="aligncenter"|6
| class="alignright"|Defense bonus +4
| class="alignleft"|Remarkably difficult
|- class="evenrow"  
|-  
| class="alignleft"|Defender is completely covered
| class="aligncenter"|9
| class="alignright"|Defense bonus +6
| class="alignleft"|Extremely difficult
|- class="oddrow"
|-  
| class="alignleft"|Attacker is distracted
| class="aligncenter"|12
| class="alignright"|Defense bonus +2
| class="alignleft"|Inconceivable!
|- class="evenrow"
|}
| class="alignleft"|Defender is distracted
| class="alignright"|Attack bonus +2
|- class="oddrow"  
| class="alignleft"|Defender is prone; attack is ranged
| class="alignright"|Defense bonus +2
|- class="evenrow"
| class="alignleft"|Defender is prone; attack is hand-to-hand
| class="alignright"|Attack bonus +2
|- class="oddrow"  
| class="alignleft"|Attacker or defender is running (base move x2)
| class="alignright"|Defense bonus +2
|- class="evenrow"
| class="alignleft"|Attacker or defender is sprinting (base move x6)
| class="alignright"|Defense bonus +4
|- class="oddrow"
| class="alignleft"|Attacker can't see the defender
| class="alignright"|Defense bonus +4
|- class="evenrow"
| class="alignleft"|Defender can't see the attacker
| class="alignright"|Attack bonus +4
|- class="oddrow"
| class="alignleft"|Attacker is restrained
| class="alignright"|Defense bonus +4
|- class="evenrow"
| class="alignleft"|Defender is restrained or surprised
| class="alignright"|Attack bonus +4
|- class="oddrow"
| class="alignleft"|Defender is helpless or unconscious
| class="alignright"|Attack bonus +6
|}
|}


===Extended Tasks===


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


Some extended 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.
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.


===Failure===
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.


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


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


For example, Virek-Kohl is trying to intimidate a low-level G'Dri technician into revealing details about the organization's plans to distribute a new, highly addictive psychoactive chemical disguised as an energy drink. The GM sets the base difficulty of this task to 4, but Virek-Kohl's player rolls a 9 (which is less than 8 + 4, sadly). Rather than having this be the end of this line of inquiry, the GM has several options.
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.


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


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


If the character is under no pressure, and there is either no penalty for failure or no time limit, then the player may choose to "take the average" rather than rolling. In effect, the player is assuming that they would roll average: '''7'''. If the player chooses to take the average, the character does not attain an extreme success regardless of the difficulty.
====Opposed Tasks====


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


===Taking The Max===
====Unopposed Tasks====


If the character is under no pressure, there is no penalty for failure, and there is no time limit, the player may "take the max", and assume that they would roll the maximum amount: '''12'''. In effect, the character is trying over and over until they do the best they are capable of doing. If the player chooses to take the max, the character does not attain an extreme success regardless of the difficulty.
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.


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


===Extreme Success===
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Difficulty value examples
|-
! class="aligncenter" colspan="2"|Difficulty Value
! class="alignleft"|Examples
|-
| class="aligncenter"|--
| class="alignleft"|Routine
| class="alignleft"|Perform a familiar task under ordinary conditions
|-
| class="aligncenter"|3
| class="alignleft"|Moderately difficult
| class="alignleft"|Perform a familiar task under hostile conditions, or an unfamiliar task under ordinary conditions
|-
| class="aligncenter"|6
| class="alignleft"|Remarkably difficult
| class="alignleft"|Perform an unfamiliar task under hostile conditions
|-
| class="aligncenter"|9
| class="alignleft"|Extremely difficult
| class="alignleft"|Perform an esoteric task under ordinary conditions
|-
| class="aligncenter"|12
| class="alignleft"|Inconceivable!
| class="alignleft"|Perform an esoteric task under hostile conditions
|}


If the player's roll equals or exceeds the task difficulty, the character succeeds at the task in a completely satisfactory manner: the clue is found, the hyperspace engine is repaired, or the blaster bolt finds its target. However, rolling higher than the required task difficulty may grant additional benefits. If the player rolls three or more over the task difficulty, the character achieves an '''extreme success'''. So if a character attempted a challenging task (base difficulty 4), and the player rolled 15 or more, this would be an extreme success (8 + 4 + 3 = 15).


If the player rolls an extreme success when making a skill roll, perhaps the character has a "eureka!" moment, or perhaps they have found answers to questions they didn't even know they should ask. If the player rolls an extreme success in combat, the attacker adds 2 to the damage rating of their weapon or power, solely for the purposes of that attack.
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.


One repercussion of extreme success is that characters with very high Prowess or Accuracy can often rely on doing extra damage with their attacks. Conversely, characters with very low Prowess or Accuracy will often take extra damage from attacks.
===Types Of Attacks===


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


Combat generally has three steps:
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.


* '''Attack and defense:''' The attacker, using a [[ZeroSpace:Actions#Actions|task action]], makes a task roll to see if the attack is successful (this is known as an "attack roll"). "Attack bonuses" make the attack easier: the largest of these modifiers is added to the attacker's roll. "Defense bonuses" make the attack roll more difficult: the largest of these modifiers is added to the task difficulty the attacker is rolling against (typically, 8 + the defender's rank in Agility or Prowess). If the attacker's roll equals or exceeds the task difficulty, the attack is successful. If the attack is successful, the defender may choose to use a task action to block or dodge the attack.
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.
* '''Damage and protection:''' If the attack is successful (and the defender has neither blocked nor dodged it), the defender, using a [[ZeroSpace:Actions#Actions|reaction]], makes a task roll to see how much the attack took out of them (this is known as a "protection roll"). Most characters use their Brawn rank for protection rolls, but characters with the appropriate advantages may choose to use their [[ZeroSpace:Advantages#Elusive|Agility]] or [[ZeroSpace:Advantages#Tenacious|Willpower]], instead. If the character has equipment or powers which provide protection, such as armor or energy shields, the protection rating (PR) is added to the attribute indicated in the description of the equipment or power (this protection only helps the character if that is the same attribute the character is using to make their protection roll). The task difficulty of the protection roll is equal to 8 + the damage rating of the attack.
* '''Endurance and recovery:''' If the character rolls less on their protection roll than the damage rating of the attack, their [[ZeroSpace:Actions#Endurance_And_Recovery|endurance]] is worn down. The character's endurance level is reduced by one for each three that they roll under the task difficulty of the protection roll. When the conflict has ended, the combatants may rest and recover. Recovery from injury is much faster with appropriate medical care.


===Attack And Defense===
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.


To attack a target with a weapon or power, the attacker uses a [[ZeroSpace:Actions#Actions|task action]] to make an attack roll. The largest relevant attack bonus is added to 2d6 and the attacker's relevant attribute (typically either Accuracy or Prowess).
===Bonuses And Penalties===


The task difficulty is equal to 8 plus the defender's relevant attribute (typically either Agility or Prowess) plus the largest relevant defense bonus. If the attacker's roll equals or exceeds the task difficulty, the attack is successful.
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.


<center>'''2d6 + attack attribute + attack bonus vs. 8 + defense attribute + defense bonus'''</center>


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


Multiple characters can gang up on an opponent to increase the damage they inflict when they hit. All of the characters ganging up on an opponent must strike simultaneously (meaning every attacker but one must delay their attack). The successful attack with the highest damage rating provides the base damage rating for the combined attack. Each additional successful attack increases the damage rating of the combined attack by +1.


====Coordinating Attacks====
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Defense bonuses and penalties
|-
! class="aligncenter"|Circumstance
! class="aligncenter"|Modifier
|-
| class="alignleft"|Defender is distracted<sup>1</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Defender is prone in hand-to-hand combat<sup>2</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Defender is restrained<sup>3</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Defender is surprised
| class="alignleft"|Penalty die
|-
| class="alignleft"|Defender can't perceive attacker<sup>4</sup>
| class="alignleft"|Penalty die
|-
| class="alignleft"|Defender has cover<sup>5</sup>
| class="alignleft"|Bonus die
|-
| class="alignleft"|Defender is prone in ranged combat<sup>2</sup>
| class="alignleft"|Bonus die
|-
| class="alignleft"|Defender is making a double move (running)
| class="alignleft"|Bonus die
|-
| class="alignleft"|Defender is making an all-out move (sprinting)
| class="alignleft"|Bonus die
|}
#[[ZeroSpace_3e_EN:Actions#Distracting|Distracting]]
#[[ZeroSpace_3e_EN:Actions#Prone_Characters|Prone characters]]
#[[ZeroSpace_3e_EN:Actions#Restrained_Characters|Restrained characters]]
#[[ZeroSpace_3e_EN:Actions#Blinding|Blinding attacks]]
#[[ZeroSpace_3e_EN:Actions#Cover|Cover]]


Multiple characters can work together to increase their chances of hitting an opponent. One character will actually make the attack, and the rest of the characters will attempt to assist them. Each character wishing to assist with the attack attempts a challenging task roll (base difficulty 4) using the appropriate attribute (usually Prowess or Accuracy). Each successful task roll increases the attack bonus of the attack by +1. If one of the characters attempting to coordinate their attacks rolls an extreme success, this increases the attack bonus of the attack by +2 rather than by +1. The character who actually rolls to hit the target provides the damage for the coordinated attack. If the character who actually rolls to hit the target fails their task roll, the entire coordinated attack fails.


====Distracting====
====Cover====


Distraction can be used by a character to mislead an enemy into dropping their guard. Distracting an opponent requires a Willpower task roll against the Willpower of the opponent. If the distraction is successful, the next attack against the distracted opponent on the following round receives a +2 attack bonus.
A character hiding behind an obstruction is more difficult to hit. The defender gains a bonus die on their defense roll.


====Grappling====
====Prone Characters====


A grapple involves using one's extremities to hold or restrain another character. The maximum mass the character can effectively grapple is the same as the maximum mass they can lift, based on the rank of their [[ZeroSpace:Attributes#Brawn|Brawn]].
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.


Grappling requires a Prowess task roll against the Prowess of the intended target. Grappling inanimate objects is generally automatic, unless the GM wants to make it difficult for some reason. To break free of the Grapple, the defender must make a successful task roll using their Brawn or Agility attribute (whichever is greater) against the attacker's Brawn or Agility (whichever is greater).
====Restrained Characters====


If the attacker rolls an extreme success, then the rank of their Brawn (or Agility) is increased by 2 for the purpose of breaking free of it. For example, if a character is being held by an attacker with rank 6 Brawn, and the attacker rolled an extreme success, the affected character would need to make a task roll against task difficulty 16 (8 + 6 + 2) to break free of the grapple.
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.


If the defender succeeds at the task roll to break free, they may use their remaining movement action. If the character being grappled gets an extreme success on this roll, then they break free as a free action instead of a task action. For example, if a character is being held by an attacker with rank 6 Brawn, they would need to make a Brawn (or Agility) task roll against task difficulty 14 (8 + 6). If they roll a 17 or more, they achieve an extreme success, and breaking free is a free action. If the defender has Telekinesis, they may use the rank of their Willpower in lieu of their Brawn or Agility to break free.
====Helpless Or Unconscious Characters====


Characters being grappled are considered "restrained". A restrained character is not helpless, but they can't use normal movement until they break free of the grapple. Attacking the held character is easier (attackers gain a +4 attack bonus when attacking the held character), and their attacks are easier to avoid (defenders gain a +4 defense bonus when the held character attacks them).
A helpless or unconscious character can't defend themselves nor make attack rolls, defense rolls, or skill rolls. They are effectively at the mercy of any attacker.


If the attacker wishes to exert strength or leverage in an attempt to hurt the grappled character, this causes endurance damage, and the damage rating (DR) of this attack is equal to the attacker's rank in Brawn or Agility (whichever is greater). The protection rating (PR) of any power or equipment that provides protection from endurance damage, such as armor and energy shields, is effective against the attack, as usual.
====Range====


If the attacker wishes to move or throw the grappled character, the distance an attacker may move the defender is based on the Brawn of the attacker and the mass of the defender. First, look up the mass of the defender or object to be moved in the "Lifts" column of the [[ZeroSpace:Attributes#Brawn|Brawn table]] (rounding to the nearest mass value), and find the corresponding rank for that mass. Subtract that rank from the Brawn of the attacker, and look up that resulting rank in the "Throws" column of the [[ZeroSpace:Attributes#Brawn|Brawn table]]. This is how far the attacker could move an object of that mass in one round. This rank is also the damage rating (DR) of the impact if the attacker makes the defender hit a solid object such as a wall or the ground. Particularly soft or yielding surfaces can reduce the impact damage by as much as half.
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.


====Ramming====
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]].


A ramming attack involves using the velocity of the attacker to increase the damage inflicted. Ramming requires the attacker to use their movement action to travel directly toward the target, followed by a hand-to-hand attack. The ramming attack itself requires a Prowess task roll against the Prowess of the intended target, and the target receives a +2 defense bonus against the ramming attack. The damage rating (DR) of the ramming attack is equal to the attacker's rank in Brawn + 2. Ramming may be called by various names depending on the technique the attacker uses, such as "flying tackle", "charge", or "pounce".


====Slamming====
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Range bands
|-
! class="alignleft" |Range
! class="alignleft" |Typical weapons
|-
| class="alignleft" |Hand-to-hand (1 m)
| class="alignleft" |Fist, sword, psiblade
|-
| class="alignleft" |Short (10 m)
| class="alignleft" |Blaster pistol, flamethrower, grenade
|-
| class="alignleft" |Medium (100 m)
| class="alignleft" |Blaster rifle, wrist rocket
|-
| class="alignleft" |Long (1 km)
| class="alignleft" |Sniper rifle, blaster cannon
|-
| class="alignleft" |Extreme (10 km+)
| class="alignleft" |Long-range artillery, guided missile
|}


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


A slam requires a Prowess task roll against the Prowess of the intended target. If the slam attack is successful, the defender falls to the ground and may be injured by the impact. The damage rating (DR) of this attack is normally equal to the attacker's rank in Agility.
Multiple characters can work together to increase their effectiveness. All of the characters make a roll as usual. The total number of characters working together is added to the lowest roll, up to a maximum of +10. The outcome of all other rolls are determined normally.


A character who has been slammed is [[ZeroSpace:Actions#Being_Prone|prone]] and must use a movement action to get back up.
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.


====Sweep Attacks====
===Extended Tasks===


A sweep attack permits a character to make a hand-to-hand attack against everyone within reach. A sweep attack requires a single Prowess task roll against the Prowess of each of the intended targets. Each defender receives a +2 defense bonus against the sweep attack. The damage rating (DR) of the sweep attack is equal to the attack being used.
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.


====Taunting====
''Example:''


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


====Blocking====
==Consequences==


During their turn, or as a [[ZeroSpace:Actions#Forcing_An_Action|forced action]], a character may use a task action to block a hand-to-hand attack against them. A block might entail using brute force to withstand the attack, or it might involve using finesse to harmlessly divert an attack away: the choice is up to the player. Blocking gives the defender a +2 defense bonus against the attack. If the defender has expertise with blocking, they gain an additional +3 defense bonus when blocking. A character who is using their action to block continues to receive the +2 defense bonus against hand-to-hand attacks until they take their next turn.
===Success===


Normally, only hand-to-hand attacks which inflict endurance damage may be blocked. However, if the defender has the same power as the attacker, they may use that power to attempt to block. For example, a defender with Telepathy may attempt to block the Telepathy of an attacker, giving them a +2 defense bonus against the attacker's Telepathy. With the GM's permission, a character may attempt to block with a power that has a similar theme or power source. For example, a GM might permit a character with Telepathy to block an attacker's Torment power, giving them a +2 defense bonus against the attacker's Torment.
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.


A character may choose to block after the attacker has determined that the attack will successfully hit: there is no need to block an attack that misses.
====Margin Of Success (Optional)====


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


During their turn, or as a [[ZeroSpace:Actions#Forcing_An_Action|forced action]], a character may use a task action to dodge a ranged attack against them. Dodging gives the defender a +2 defense bonus against the attack. If the defender has expertise with dodging, they gain an additional +3 defense bonus when dodging. A character who is using their action to dodge continues to receive the +2 defense bonus against ranged attacks until they take their next turn.
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.


A character may choose to dodge after the attacker has determined that the attack will successfully hit: there is no need to dodge an attack that misses.
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.


====Having Cover====
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).


A character hiding behind an obstruction is more difficult to hit. The defender gains a defense bonus commensurate with the degree of cover: +2 for having partial cover, +4 for being mostly covered, and +6 for being completely covered.
Be aware that using the margin of success rule in combat will usually hurt the player characters more than it hurts the villains.


====Diving For Cover====
===Failure===


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


If the nearest safe area or cover is too far away for the character to reach it with an all-out move, then there is no benefit to diving for cover. Sorry.
<center>'''Failure should never make the game less interesting.'''</center>
 
====Being Prone====
 
A prone character is easier for adjacent attackers to hit, but harder to hit with ranged, non-adjacent attacks. If the defender is prone and the attacker is adjacent or engaging in hand-to-hand combat, the attacker receives a +2 attack bonus on their task roll to hit the defender. If the defender is prone and the attacker is non-adjacent and using a ranged attack, the defender gains a +2 defense bonus.
 
===Damage And Protection===
 
Once the attacker successfully makes their attack roll against the target and the consequences of extreme success (if any) are determined, the defender may attempt a protection roll against the damage rating (DR) of the attack to see how much of their endurance has been lost in resisting the attack.
 
In hand-to-hand combat, an unarmed character's damage rating is equal to their rank in Brawn. Hand-to-hand weapons such as vibroswords and electrostaves have a damage rating equal to the rank of the weapon or the character's Brawn rank + 1, whichever is greater. A vibroknife with damage rating 1 wielded by a character with rank 2 Brawn would have an effective damage rating of 3.
 
Psiblades and psistaves are a special case. Although these are hand-to-hand weapons, the damage rating of psiblades and psistaves is independent of the Brawn of the character wielding them. The damage rating of these weapons is indicated in their descriptions.
 
The damage rating of a ranged weapon is indicated in its description.
 
Exploding, penetrating, and stunning attacks modify how much damage is caused or how a character defends against it.
 
Isolating and terrifying attacks have additional effects on the target, which the target may resist by making a task roll against the effect rating (ER) of the attack. The effect rating of an attack is separate from its damage rating.
 
====Protection Rating====
 
If the attack is successful (and the defender has neither blocked nor dodged it), the defender, using a [[ZeroSpace:Actions#Actions|reaction]], makes a protection roll to see how much the attack took out of them. Most characters use their Brawn rank for protection rolls, but characters with the appropriate advantages may choose to use their [[ZeroSpace:Advantages#Elusive|Agility]] or [[ZeroSpace:Advantages#Tenacious|Willpower]], instead. If the character has equipment or powers which provide protection, such as armor or energy shields, the protection rating (PR) is added to their protection roll. The task difficulty of the protection roll is equal to 8 + the damage rating of the attack.
 
Multiple layers of the same type of protection do not stack: only the greatest protection rating applies.
 
====Exploding====
 
An exploding attack causes its damage to everyone within a certain range of the target. Because an exploding attack does not need to be aimed at a specific target, the attack roll difficulty is "routine": 8 + 1 = 9. However, because exploding attacks are not targeted at specific individuals, they do not benefit from extreme success.
 
The damage rating of the explosion diminishes with distance from the center. The damage rating is at its full value within half of the total radius, and at one-half of its full value in the remainder of the explosion. For example, a typical fragmentation grenade would have a damage rating of 5 from the center out to a radius of 8 meters (half its total radius), and a damage rating of 3 from 8 meters out to the limit of its radius of 16 meters.
 
====Isolating====
 
An isolating attack renders the target unable to see or hear. Attacking a blinded and deafened character provides a +6 attack bonus (the standard task roll bonus for attacking a helpless target).
 
To recover from an isolating attack, the target must make a challenging Perception task roll (base difficulty 4).
 
If the character has not recovered from the isolating attack by the end of the scene, then they recover their senses shortly thereafter.
 
====Penetrating====
 
When making a protection roll against a penetrating attack, the defender reduces the protection rating (PR) of any equipment or power by one-half (round in defender's favor).
 
====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 terrifying attack causes the target to involuntarily cower or flee (attacker's choice). Attacking a cowering character provides a +2 attack bonus, while a fleeing character is granted a +2 defense bonus.


To recover from a terrifying attack, the target must make a challenging Willpower task roll (base difficulty 4).
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.


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


Endurance represents a character's determination and ability to shrug off physical and mental abuse. Each character has five endurance levels: fresh, winded, weakened, exhausted, and defeated. When a character is successfully attacked, they may use a [[ZeroSpace:Actions#Actions|reaction]] to make a protection roll to see how much of their endurance has been lost in resisting the attack.  
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".


* '''Fresh:''' The character is well rested and hasn't been injured: they are alert and ready for trouble.
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.
* '''Winded:''' The character has exerted themselves: they have met the opponent blow for blow, and they are ready for more. A winded character suffers a +2 difficulty modifier on all actions.
* '''Weakened:''' The character is suffering. They have given the fight their all, but they have a little more to give. A weakened character suffers a +4 difficulty modifier on all actions.
* '''Exhausted:''' The character is no longer able to put up a fight: they can speak and take roleplaying actions, but any other action is very difficult. An exhausted character suffers a +6 difficulty modifier on all actions.
* '''Defeated:''' The character is beaten: they are unable to move or take actions. If they are conscious at all, they can respond (slowly) only if another character engages them in conversation. Furthermore, the character may have lasting reminders of the battle. They may be scarred by burns, they may have lost a limb, or they may have suffered some other disfiguring injury.


If the character rolls less on their protection roll than the damage rating of the attack, their [[ZeroSpace:Actions#Endurance_And_Recovery|endurance]] is worn down. The character's endurance level is reduced by one for each three that they roll under the task difficulty of the protection roll.
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.
 
{| cellpadding="4" cellspacing="1"
|+Table: Unsuccessful protection rolls
|- class="h1row"
! class="aligncenter"|Protection Roll<br />Missed By
! class="aligncenter"|Endurance Levels<br />Lost
|- class="oddrow"
| class="aligncenter"|1-3
| class="aligncenter"|1
|- class="evenrow"
| class="aligncenter"|4-6
| class="aligncenter"|2
|- class="oddrow"
| class="aligncenter"|7-10
| class="aligncenter"|3
|- class="evenrow"
| class="aligncenter"|11-12
| class="aligncenter"|4
|}


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.


When the conflict has ended, the combatants may rest and recover. Recovery from injury is much faster with appropriate medical care. Normally, an injured character recovers one endurance level they have recently lost after they have had a chance to rest and recuperate for half an hour or so. After that, the character recovers additional endurance levels only with extended rest and medical care. With rest and medical care, the character will regain one endurance level per day; without it, they will regain one endurance level per week.
If the character has 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 have endurance levels, reflecting the structural integrity of the object. In the case of an inanimate object, "winded" would indicate the object is scuffed up a bit, while "defeated" would indicate the object is destroyed beyond repair. If you would rather use non-anthropomorphic terms, you can.
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.
 
{| cellpadding="4" cellspacing="1"
|+Table: Endurance levels for inanimate objects
|- class="h1row"
! class="alignleft"|Characters
! class="alignleft"|Objects
|- class="oddrow"
| class="alignleft"|Fresh
| class="alignleft"|Intact
|- class="evenrow"
| class="alignleft"|Winded
| class="alignleft"|Scuffed
|- class="oddrow"
| class="alignleft"|Weakened
| class="alignleft"|Damaged
|- class="evenrow"
| class="alignleft"|Exhausted
| class="alignleft"|Broken
|- class="oddrow"
| class="alignleft"|Defeated
| class="alignleft"|Destroyed
|}


====Unnamed Characters====
====Unnamed Characters====


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


====Death====
====Death====


You may have noticed that there is no endurance level indicating "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.


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.
==Special Actions==


==Plot Points==
===Charging===


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


===Gaining Plot Points===
===Disarming===


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).
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.


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.
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.


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 two or three plot points over the course of a typical three or four hour game session.
===Distracting===


===Spending Plot Points===
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.


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.
===Dodging===


====Automatic Success====
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.


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


An automatic success lasts as long as the effects of the roll would normally last.
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.


====Inspiration====
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.


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.
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.


If the GM finds this happening with any regularity, it might be worthwhile for them to make their plots a bit less challenging.
====Breaking Free Of A Grapple====


====Power Boost====
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.


A power boost increases one of the character's attributes or powers by one rank (rank 10 maximum). A character with Brawn 5 could gain a temporary boost to Brawn 6, or a character with Willpower 7 could gain a temporary boost to Willpower 8.
====Hurting A Grappled Target====


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.
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).


====Power Stunt====
====Grapple vs. Grapple====


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 +3 expertise bonus 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 +3 expertise bonus to their Computing would still need to make a Computing task roll in order to hack the computer.
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.


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.
====Throwing A Grappled Target====


====Rally====
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.


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.
===Running For Cover===


====Retcon====
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.


"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.").
===Slamming===


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 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.


Retcons are essentially permanent.
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.


==Hostile Environments==
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.


{| cellpadding="4" cellspacing="1"
===Sweep Attack===
|+Table: Hostile environments
|- class="h1row"
! class="alignleft"|Environment
! class="alignleft"|Effect
|- class="oddrow"
| class="alignleft"|Asphyxia
| class="alignleft"|damage rating 4, once per minute
|- class="evenrow"
| class="alignleft"|Darkness
| class="alignleft"|attack and defense bonuses (see [[ZeroSpace:Actions#Opposed_Tasks|Task roll modifiers]])
|- class="oddrow"
| class="alignleft"|Dehydration
| class="alignleft"|lose 1 endurance level per day; task difficulty +2 on all tasks
|- class="evenrow"
| class="alignleft"|Exposure
| class="alignleft"|damage rating 4, from once per minute to once per six hours
|- class="oddrow"
| class="alignleft"|Falling
| class="alignleft"|damage rating depends on height, once
|- class="evenrow"
| class="alignleft"|Fire
| class="alignleft"|damage rating depends on heat and intensity, once per round
|- class="oddrow"
| class="alignleft"|Pathogens (acute)
| class="alignleft"|Brawn task roll, once; task difficulty +2 on all tasks
|- class="evenrow"
| class="alignleft"|Pathogens (chronic)
| class="alignleft"|Brawn task roll, once per week; cumulative task difficulty +2 on all tasks
|- class="oddrow"
| class="alignleft"|Poisons
| class="alignleft"|Brawn task roll, from once per round to once per hour
|- class="evenrow"
| class="alignleft"|Pressure
| class="alignleft"|damage rating 4, from once per round to once per minute
|- class="oddrow"
| class="alignleft"|Radiation
| class="alignleft"|Brawn task roll, once per week; cumulative task difficulty +2 on all tasks
|- class="evenrow"
| class="alignleft"|Sleep Deprivation
| class="alignleft"|lose 1 Reason per day, then lose 1 Willpower per day, then lose 1 endurance level per day
|- class="oddrow"
| class="alignleft"|Starvation
| class="alignleft"|lose 1 endurance level per week; cumulative task difficulty +2 on all tasks
|- class="evenrow"
| class="alignleft"|Vacuum
| class="alignleft"|damage rating 4, from once per round to once per minute
|}


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


A character who needs to breath but is unable to do so, such as someone drowning or suffocating, must make a protection roll against a damage rating of 4 once per minute until they can breathe freely again. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Regeneration, may offset the effects.
==Special Attack Types==


A character with [[ZeroSpace:Aliens#Immunity_To_Asphyxia|Immunity to Asphyxia]] or suitable environmental gear is unaffected by asphyxia.
===Area Attacks===


===Darkness===
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.


Darkness, fog, rain, blizzards, and other visual impediments can make combat much more difficult. If an attacker can't see the defender, the defender gains a +6 defense bonus. Conversely, if a defender can't see the attacker but the attacker can see them, the attacker gains a +6 attack bonus.
===Blinding===


A character with [[ZeroSpace:Esoteric_Orders#Ambient_Awareness|powers]] or equipment permitting them to perceive normally, suffers no ill effects from darkness.
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.


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


A character who goes more than 24 hours without drinking begins to suffer the effects of dehydration. Initially, the character experiences headaches, loss of appetite, and dry skin, followed by rapid heart rates, elevated body temperatures, and fatigue. After three days without water, the character experiences tiredness, irritability, and dizziness. Severe dehydration results in death.
If the character has not recovered from the blinding attack by the end of the scene, then they recover their senses shortly thereafter.


Characters suffering from dehydration lose 1 endurance level per day until they either die or are rehydrated. Additionally, the difficulty of any task roll the character attempts increases by +1 for every day that the character has been without water. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Regeneration, may offset the effects.
===Burst Fire Weapons===


A character who is [[ZeroSpace:Aliens#Self-sustaining|self-sustaining]] is unaffected by dehydration.
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.


===Exposure===
===Stunning===


Extremes of heat and cold can be dangerous to those without adequate protection from the elements. Characters exposed to extreme temperatures gradually lose endurance levels until they find shelter. How quickly they lose endurance depends on the severity of the conditions. A hot summer day without shade or water, or a frosty winter night without a coat require a character to make a protection roll against a damage rating of 4 every six hours or so: brutal, but not immediately life-threatening. The same character in a blazing hot desert or standing on a ridge above the frost plains of Ribos might need to make a protection roll against a damage rating of 4 once per minute. Protection against conventional forms of damage, such as armor and energy shields, are not effective against this damage, but rapid healing, such as that provided by Regeneration, may offset the effects.
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.


A character native to [[ZeroSpace:Aliens#Frigian|sub-zero enviroments]] is unaffected by extreme cold, while a character native to [[ZeroSpace:Aliens#Infernal|fiery enviroments]] is unaffected by extreme heat. A character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]] or suitable environmental gear is unaffected by either extreme.
===Terrifying===


===Falling===
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.


A character who falls farther than they can jump takes damage based on the distance fallen. The damage rating of a fall is equal to one-tenth the number of meters fallen, rounded in the character's favor.
To recover from a terrifying attack, the target must make a remarkably difficult (DV 6) Survival (Presence) roll.


Particularly soft or yielding surfaces can reduce the damage rating by as much as half, while particularly unforgiving surfaces may double the damage rating.
If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.


===Fire===
==Plot Points==


The rank and damage rating of a fire depends on its heat and intensity. Any power or equipment that provides protection from endurance damage, such as armor and energy shields, is normally effective against fire damage.
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.


{| cellpadding="4" cellspacing="1"
===Gaining Plot Points===
|+Table: Fire
|- class="h1row"
! class="alignleft"|Fire
! class="aligncenter"|Damage Rating
|- class="oddrow"
| class="alignleft"|Campfire, torch
| class="aligncenter"|1
|- class="evenrow"
| class="alignleft"|Burning room
| class="aligncenter"|2
|- class="oddrow"
| class="alignleft"|Burning house
| class="aligncenter"|3
|- class="evenrow"
| class="alignleft"|Butane torch
| class="aligncenter"|4
|- class="oddrow"
| class="alignleft"|Burning warehouse
| class="aligncenter"|5
|- class="evenrow"
| class="alignleft"|Flame thrower
| class="aligncenter"|6
|- class="oddrow"
| class="alignleft"|Burning flammable chemicals
| class="aligncenter"|7
|- class="evenrow"
| class="alignleft"|Interior of a blast furnace
| class="aligncenter"|8
|- class="oddrow"
| class="alignleft"|Burning explosive chemicals
| class="aligncenter"|9
|- class="evenrow"
| class="alignleft"|Oxy-fuel cutting torch
| class="aligncenter"|10
|- class="oddrow"
| class="alignleft"|Molten lava
| class="aligncenter"|11
|- class="evenrow"
| class="alignleft"|Interior of a volcano
| class="aligncenter"|12
|- class="oddrow"
| class="alignleft"|Surface of a star
| class="aligncenter"|13
|}


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).


Very cool and very hot fires are outside of this range. A lit spice-stick can cause painful burns, for example, but it's less damaging than damage rating 1. On the other hand, the interior of a star is far beyond even damage rating 13.
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.


Fire has a reduced effect on a character native to [[ZeroSpace:Aliens#Infernal|fiery enviroments]] or a character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]]: their Brawn (or other attribute used for protection rolls) is doubled when making a protection roll against fire damage.
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.


===Pathogens===
===Spending Plot Points===


Pathogens are usually infectious microorganisms which cause disease, such as bacteria and viruses, or parasites, such as fungi and protozoans. Each disease has its own array of symptoms, and not every person afflicted with a given disease will present every symptom.
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.


Most diseases caused by pathogens can be categorized as either acute or chronic. Acute infections affect the patient quickly, run their course, and the patient typically recovers completely. Chronic diseases are long lasting and may have debilitating effects.
====Bonus Die====


If the GM determines that a character has been exposed to a pathogen that could cause an acute infection, the character must make a Brawn task roll against a task difficulty based on the virulence of the pathogen (usually base difficulty 4). If the Brawn task roll is successful, the character resists the pathogen and may suffer only incidental side-effects such as an itchy throat. If the Brawn task roll is not successful, the character has succumbed to the pathogen: they lose one endurance level, which is not restored until the character recovers from the disease. The disease lasts for 2d6 days, during which the character feels terrible. Additionally, the difficulty of any task roll the character attempts increases by +1 until the disease runs its course. Complete rest and appropriate treatment reduces the recovery time by one-half, and rapid healing, such as that provided by Regeneration, is also effective at reducing the recovery time.
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.


If the GM determines that a character has been exposed to a pathogen that could cause a chronic infection, the character must make a Brawn task roll against a task difficulty based on the virulence of the pathogen (usually base difficulty 4). If the Brawn task roll is successful, the character resists the pathogen, typically without any symptoms whatsoever. If the Brawn task roll is not successful, the character has succumbed to the pathogen, and they immediately lose 1 endurance level. Unlike ordinary damage, resting for a half-hour or so does not restore this endurance level: in fact, the character will not recover any endurance levels until the disease is cured.
====Escape====


The character must attempt another Brawn task roll against the chronic infection once per week. Each failed Brawn task roll results in another endurance level lost. Additionally, the difficulty of any task roll the character attempts (other than the Brawn task roll to resist the pathogen) increases by +1 for every failed Brawn task roll. This continues until the character makes an extreme success on their Brawn task roll, or they are administered the appropriate cure for the disease (if one exists). Once the character makes an extreme success on their Brawn task roll against the damage rating of the pathogen or is administered the appropriate cure, they stop losing endurance levels and begin to heal normally. Rapid healing, such as that provided by Regeneration, is effective at reducing the recovery time.
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.


A character with [[ZeroSpace:Aliens#Immunity_To_Disease|Immunity To Disease]] or suitable environmental gear is unaffected by infectious microorganisms, parasites, and other pathogens such as prions.
====Inspiration====


===Poisons===
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.


Poisons, venoms, and toxins are substances which disrupt biological processes when a sufficient quantity is absorbed by an organism. The symptoms of poisoning are so variable that there is no easy way to classify them. Some poisons increase heart rate, while others cause lowered heart rate. Some poisons cause lethargy, while others cause hyperactivity. Some poisons cause pain or gastrointestinal distress, while others cause a mild, pleasant elation.
If the GM finds this happening with any regularity, it might be worthwhile for them to make their plots a bit less mysterious.


Immediately after exposure or ingestion (depending on the type of poison), a poisoned character must make a Brawn task roll against a task difficulty based on the potency of the poison (usually base difficulty 4). If the Brawn task roll is successful, the character takes no damage from the poison and suffers only incidental side-effects such as nausea. If the Brawn task roll is not successful, the character has succumbed to the poison, and they immediately lose 1 endurance level. Periodically thereafter, the character must attempt another Brawn task roll (once a round for very potent poisons, once an hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Brawn task roll results in another endurance level lost. This continues until the character successfully makes a Brawn task roll, or they are administered the appropriate antidote. Once the character successfully makes a Brawn task roll against the poison or is administered the appropriate antidote, they stop losing endurance levels and begin to heal normally.
====Power Stunt====


Some poisons have effects other than or in addition to endurance damage and eventual death. A few such effects are indicated in the table of poisons below.
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.


Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from poisoning, but rapid healing, such as that provided by Regeneration, may offset the effects.
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.


A character with [[ZeroSpace:Aliens#Immunity_To_Disease|Immunity To Disease]] or suitable environmental gear is unaffected by poisons.
====Rally====
 
{| cellpadding="4" cellspacing="1"
|+Table: Poisons
|- class="h1row"
! class="alignleft"|Poison
! class="alignleft"|Type
! class="aligncenter"|Base Difficulty
|- class="oddrow"
| class="alignleft"|Amaranthine (gas)
| class="alignleft"|inhaled
| class="aligncenter"|4
|- class="evenrow"
| class="alignleft"|Amaranthine (solid)
| class="alignleft"|ingested or injected
| class="aligncenter"|4
|- class="oddrow"
| class="alignleft"|Seabat Venom<sup>1</sup>
| class="alignleft"|injected
| class="aligncenter"|4
|- class="evenrow"
| class="alignleft"|Amaurotic Gas<sup>2</sup>
| class="alignleft"|inhaled
| class="aligncenter"|5
|- class="oddrow"
| class="alignleft"|Blue Windflower Venom
| class="alignleft"|injected
| class="aligncenter"|5
|- class="evenrow"
| class="alignleft"|Hebenon
| class="alignleft"|ingested
| class="aligncenter"|5
|- class="oddrow"
| class="alignleft"|Black Vitriol<sup>2,4</sup>
| class="alignleft"|contact
| class="aligncenter"|6
|- class="evenrow"
| class="alignleft"|Tetrocaine<sup>3</sup>
| class="alignleft"|ingested
| class="aligncenter"|8
|- class="oddrow"
| class="alignleft"|Tetrocaine Gas<sup>3</sup>
| class="alignleft"|inhaled
| class="aligncenter"|8
|- class="evenrow"
| class="alignleft"|Turbocurarine
| class="alignleft"|injected
| class="aligncenter"|8
|- class="oddrow"
| class="alignleft"|Benecyanide
| class="alignleft"|contact
| class="aligncenter"|8
|- class="evenrow"
| class="alignleft"|Vexxine Gas
| class="alignleft"|contact
| class="aligncenter"|8
|- class="oddrow"
| class="alignleft"|Vexxine Gas
| class="alignleft"|inhaled
| class="aligncenter"|10
|}
#Character is also paralyzed
#Character is also blind
#Non-lethal
#Corrosive effects on the skin, eyes, and exposed mucous membranes


===Pressure===
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.


Characters exposed to extreme atmospheric pressure lose endurance levels until they return to their natural atmosphere or their internal and external pressure is equalized (generally through the use of an air supply specifically designed for use at that pressure). How quickly they lose endurance depends on how prepared they are and the severity of the conditions. A trained diver 30 meters under water would need to make a protection roll against a damage rating of 4 once per minute: life threatening, but not immediately fatal. The same character 300 meters under water (approximately 30 atmospheres, or 3040 kPa) would need to make a protection roll against a damage rating of 4 once per round unless they had specialized breathing apparatus designed to maintain a constant pressure inside their bodies. At higher pressures, even specialized breathing apparatus is not enough to protect the body from the structural failure of tissue, not to mention the pressure on unprotected nerves causing them to stop transmitting impulses.
====Retcon====


Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to extreme pressure, but rapid healing, such as that provided by Regeneration, may offset the effects.
"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 character wearing an exosuit designed for extreme pressure environments or who is native to [[ZeroSpace:Aliens#Aquatic|deep sea environments]] is unaffected by high pressure, as is a character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]].
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.


===Radiation===
Retcons are essentially permanent.
 
Radioactivity is caused by the decay of the atomic nucleus of an unstable atom. Living things exposed to high amounts of ionizing radiation develop acute radiation syndrome (ARS), also known as radiation poisoning or radiation sickness. Acute radiation syndrome is an umbrella term for a variety of symptoms which occur within 24 hours of exposure and which may last for several months.
 
The symptoms of acute radiation syndrome depend on the exposure. Relatively small doses of radiation result in nausea and vomiting, headaches, fatigue, fever, and a reddening of the skin. Intermediate exposure can result in more severe gastrointestinal and symptoms related to a drop in the number of blood cells, such as infection and bleeding. Larger doses can result in neurological effects such as dizziness, headache, or decreased level of consciousness, followed shortly thereafter by death.
 
Twenty-four hours after exposure, a character exposed to radiation must make a Brawn task roll against a task difficulty based on the intensity of the radiation (usually base difficulty 4). If the Brawn task roll is successful, the character takes no damage from the radation and suffers only incidental side-effects such as nausea. If the Brawn task roll is not successful, the character has developed acute radiation syndrome, and they immediately lose 1 endurance level. Each week thereafter, the character must attempt another Brawn task roll. Each failed Brawn task roll results in another endurance level lost. Additionally, the difficulty of any task roll (including Brawn task rolls) the character attempts increases by +1 for every week that the character has been suffering from acute radiation syndrome. This continues until the character successfully makes a Brawn task roll, or they are administered the appropriate treatment. Once the character successfully makes a Brawn task roll against the radiation or is administered the appropriate radiation treatment, they stop losing endurance levels and begin to heal normally.
 
Protection against conventional forms of damage, such as armor and energy shields, are not effective against damage from acute radiation syndrome, but rapid healing, such as that provided by Regeneration, may offset the effects.
 
A character with [[ZeroSpace:Esoteric_Orders#Harmony|Harmony]] or suitable environmental gear, or who is native to [[ZeroSpace:Aliens#Infernal|fiery climates]] is unaffected by ionizing radiation.
 
{| cellpadding="4" cellspacing="1"
|+Table: Radiation
|- class="h1row"
! class="alignleft"|Radiation
! class="aligncenter"|Base Difficulty
|- class="oddrow"
| class="alignleft"|Fallout from a recent nuclear explosion
| class="aligncenter"|4
|- class="evenrow"
| class="alignleft"|Vial of plutonium
| class="aligncenter"|6
|- class="oddrow"
| class="alignleft"|Interior of a nuclear reactor
| class="aligncenter"|8
|- class="evenrow"
| class="alignleft"|Nuclear explosion
| class="aligncenter"|10
|}
 
===Sleep Deprivation===
 
A character who goes more than 24 hours without sleep begins to suffer the effects of sleep deprivation. Initially, the character experiences weariness, confusion, and irritability. After three days without sleep, the character experiences hallucinations and decreased cognitive ability. Prolonged, complete sleep deprivation results in weight loss and ultimately death.
 
A character suffering from sleep deprivation loses 1 Reason per day until their Reason equals 0. Once the character's Reason is reduced to 0, the character loses 1 Willpower per day until their Willpower equals 0. Once the character's Willpower is reduced to 0, the character loses 1 endurance per day until their endurance equals 0. Under normal circumstances, the character will fall unconscious at this point and remain so for at least a day. However, if the character is physically prevented from sleeping they will continue to lose 1 endurance per day until they die. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of sleep deprivation, nor is rapid healing, such as that provided by Regeneration.
 
A character who is [[ZeroSpace:Aliens#Self-sustaining|self-sustaining]] is unaffected by sleep deprivation.
 
===Starvation===
 
A character who goes more than 7 days without eating begins to suffer the effects of starvation. Initially, the character experiences weakness, confusion, and irritability. After three weeks without food, the character experiences hallucinations and convulsions. Starvation eventually results in death.
 
Characters suffering from starvation lose 1 endurance per week until they either die or eat again. Additionally, the difficulty of any task roll the character attempts increases by +1 for every week that the character has been without food. Protection against conventional forms of damage, such as armor and energy shields, are not effective against the effects of starvation, but rapid healing, such as that provided by Regeneration, may offset the effects.
 
A character who is [[ZeroSpace:Aliens#Self-sustaining|self-sustaining]] is unaffected by starvation.
 
===Vacuum===


Characters exposed to vacuum lose endurance until they return to their natural atmosphere or they die. How quickly they lose endurance depends on how prepared they are and the rapidity of the loss of atmosphere. A trained astronaut who is exposed to a loss of atmosphere over the course of a minute would lose a point of endurance once per minute: life threatening, but not immediately fatal. The same character exposed to a vacuum without warning would lose a point of endurance once per round.
====Surge====


Protection against conventional forms of damage, such as armor and energy shields, are not effective against exposure to vacuum, but rapid healing, such as that provided by Regeneration, may offset the effects.
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 character with [[ZeroSpace:Aliens#Immunity_To_Asphyxia|Immunity To Asphyxia]] or suitable environmental gear is unaffected by vacuum.
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 14:22, 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.