ZeroSpace 4e EN:Actions: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_4e_EN:Contents]] [[ZeroSpace_4e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=ZeroSpace_4e_EN:Contents]] [[ZeroSpace_4e_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.
<center>'''Don't use the rules unless you need to.'''</center>


==Order Of Play==
==Order Of Play==
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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.  


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.
===Scenes===
 
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 perform minor useful actions like dropping a weapon, deactivating a power, or crouching behind cover. We call these "move actions", "standard actions", and "quick actions", respectively. A character can perform these actions in any order.


Time in a ''ZeroSpace'' 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 the characters begin talking.


''Example:''
===Rounds===
{| cellpadding="4" cellspacing="1"
|-
| class="alignleft"|''Round 1''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Crimson's turn<br />Boomer's minions' turn''
|-
| class="alignleft"|''Round 2''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Crimson's turn<br />Boomer's minions' turn''
|-
| class="alignleft"|''Round 3''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Crimson's turn<br />Boomer's minions' turn''
|}


 
During a scene, combat time is divided into rounds. '''One round is six seconds''', give or take, giving us ten rounds per minute. During 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 perform minor useful actions like dropping a weapon, deactivating a power, or crouching behind [[ZeroSpace_4e_EN:Actions#Cover|cover]]. We call these "move actions", "standard actions", and "quick actions", respectively. A character can perform these actions in any order.
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===
===Initiating Conflict===


If a character wishes to initiate a conflict, each player makes a Survival (Presence) roll for their character. If one or more characters gets the drop on their opponents (an ambush, for example), the characters with the advantage each get a +{{KM4_SKILL_BONUS}} skill bonus to their Survival (Presence) roll. Actions proceed each round from highest 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.
Conflict begins when one side decides to stop talking and start shooting. '''Combat begins with the side that starts shooting'''. If the PCs start the conflict, they take their turns in whatever order they like, and then the GM takes the turns of the NPCs. If the NPCs start the conflict, the GM takes the turns of the NPCs, then '''the PCs take their turns in whatever order they like'''. When every character has had the opportunity to take a turn, the next round begins, 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 does.
The environment 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 does.


===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 interrupt 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.


''Example:''
===Forcing A Turn===
 
''Combat starts when Apex runs around a corner and sees Boomer, who is giving commands to his minions. The GM declares that the order of play is Apex, then Boomer, then Boomer's minions.''
 
{| cellpadding="4" cellspacing="1"
|-
| class="alignleft"|''Round 1''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Boomer's minions' turn''
|}
 
''On the second round, Crimson runs around the corner, startling Boomer's minions because, wow, that guy is '''huge'''. The GM declares that the order of play is Apex, then Boomer, then Crimson, then Boomer's minions.''
 
{| cellpadding="4" cellspacing="1"
|-
| class="alignleft"|''Round 2''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Crimson's turn<br />Boomer's minions' turn''
|}
 
''On the third round, Apex delays her turn, waiting to see what Crimson does. When it is Crimson's turn, he attempts to grapple with Boomer. Apex uses her delayed turn to assist Crimson by [[ZeroSpace_4e_EN:Actions#Combining_Effort|combining her attack]] with his.''
 
{| cellpadding="4" cellspacing="1"
|-
| class="alignleft"|''Round 3''
| class="alignleft"|''Boomer's turn<br />Crimson's turn<br />Apex's turn (delayed)<br />Boomer's minions' turn''
|}
 
''On the fourth round, order of play returns to its previous sequence.''
 
{| cellpadding="4" cellspacing="1"
|-
| class="alignleft"|''Round 4''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Crimson's turn<br />Boomer'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 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 bullet 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 Apex, then Boomer, then Crimson, then Boomer's minions.''
 
{| cellpadding="4" cellspacing="1"
|-
| class="alignleft"|''Round 5''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Crimson's turn<br />Boomer's minions' turn''
|}
 
''On the sixth round, Apex makes short work of two of Boomer's minions with a [[ZeroSpace_4e_EN:Actions#Sweep_Attack|sweep attack]]. Boomer then pulls out a sinister-looking weapon, aims it at Crimson, and fires. Apex forces her next action to leap between Boomer and Crimson, taking the full brunt of Boomer's attack.''
 
{| cellpadding="4" cellspacing="1"
|-
| class="alignleft"|''Round 6''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Apex's turn (forced from round 7)<br />Crimson's turn<br />Boomer's minions' turn''
|}
 
''On the seventh round, Apex loses her turn because she forced it in the previous round.''


{| cellpadding="4" cellspacing="1"
If a character needs 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 their turn. '''Forcing a turn''' allows a character to '''sacrifice their next turn''' in order to 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 bullet 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 is in the current round or on the next round. A character may only force an action '''once per round'''.
|-
| class="alignleft"|''Round 7''
| class="alignleft"|''(Apex forced her turn early)<br />Boomer's turn<br />Crimson's turn<br />Boomer's minions' turn''
|}


''On the eighth round, order of play returns to its previous sequence.''
Because a forced action is always defensive, the attacker does not have the opportunity to "take back" their attack.


{| cellpadding="4" cellspacing="1"
Forcing a turn 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.
|-
| class="alignleft"|''Round 8''
| class="alignleft"|''Apex's turn<br />Boomer's turn<br />Crimson's turn<br />Boomer's minions' turn''
|}


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


{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1"
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|}
|}


<div id="Running And Sprinting"></div>
===Move Action===
===Move Action===


With a move action, a character may move the distance permitted by their [[ZeroSpace_4e_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 throttle on a motorcycle, or what have you.
With a move action, a character may '''move the distance permitted''' by their [[ZeroSpace_4e_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. The character may instead '''perform an equivalent action''': opening an access hatch, standing up from a prone or seated position, squeezing the throttle on a motorcycle, or what have you.


A character making a double move (running) gains a +{{KM4_SKILL_BONUS}} skill bonus to their defense value (DV), but they incur a -{{KM4_SKILL_BONUS}} skill penalty on all skill rolls.
A character making a double move (running) or an all-out move (sprinting) receives a '''+{{KM4_SKILL_BONUS}} DV bonus''', but incurs a '''-{{KM4_SKILL_MAJOR_BONUS}} AV penalty'''.


A character making an all-out move (sprinting) gains a +{{KM4_SKILL_BONUS}} skill bonus to their defense value (DV), but they automatically fail all skill rolls.
Movement itself does not generally require a roll, although the GM may require an '''Agility + Athletics roll''' if there is some obstacle to the character's free movement (distractions, inclement weather, uneven ground, etc.), and '''reduce the character's movement''' to one-half its normal value '''if they fail''' the roll (round down, even if the fraction is more than one-half, to a minimum of 1).
 
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 (round down, even if the fraction is more than one-half).


===Standard Action===
===Standard Action===


With a standard action, a character may attempt to perform one task. This could be attempting to use a skill, 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.
With a standard action, a character may attempt to perform '''one task'''. This could be attempting to use a skill, 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===
===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.
A quick action takes little or 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 [[ZeroSpace_4e_EN:Actions#Cover|cover]], and so on.


===Free Action===
===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 noticing a trap. A free action may also be a response to something another character does, usually at the request of the GM.
A free action takes '''little or 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 noticing a trap. 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 must roll dice to see if the character succeeds. The player rolls two six-sided dice and counts the dots. The player adds the result to the character's relevant skill and attribute, denoted in the game text as "Skill (Attribute)". They then add their power or equipment modifier, if any. If this action value (AV) meets or beats the difficulty value (DV) assigned by the GM, the character's attempt succeeds. There is no need to roll for routine tasks: characters automatically succeed at routine tasks.
When a character attempts a task, the player must roll dice to see if the character succeeds. The player rolls '''two six-sided dice (2d6) and adds them''' together. The player adds this to the character's '''appropriate [[ZeroSpace_4e_EN:Attributes|attribute]]''' (Agility, Brawn, etc.) and '''[[ZeroSpace_4e_EN:Skills|skill]]''' (Diplomacy, Ranged Combat, etc.). This total is the character's '''Action Value''', or '''AV'''. If the character has '''appropriate [[ZeroSpace_4e_EN:Equipment|equipment]]''', they may '''add their Equipment Level''' to their Action Value, but only '''up to their skill level'''.


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, but it takes a skilled woodworker to make a mortise and tenon joint. If a character attempts a task in which they have no skill, the player rolls 1d6 rather than 2d6.
'''Expert Tip: Only roll when there is risk.'''


If the character is actively competing against an opponent, the '''Difficulty Value''', or '''DV''', is equal to '''8 plus the opponent's appropriate attribute and skill'''. The opponent's equipment helps them just as it helps the player characters, up to their skill level.


{| cellpadding="4" cellspacing="1"
 
|-
{| cellpadding="0" cellspacing="0"
! class="aligncenter" colspan="5"|2d6 + Skill (Attribute) + (Power or Equipment) ''vs''
|-
| class="aligncenter" colspan="2" style="font-size: smaller;"|''Table: Unopposed rolls''
|
| class="aligncenter" colspan="2" style="font-size: smaller;"|''Table: Opposed rolls''
|-
! class="aligncenter h1cell" colspan="2"|Difficulty Value (DV)
|
! class="aligncenter h1cell" colspan="2"|Difficulty Value (DV)
|-
! class="alignright"|12
! class="alignleft"|Moderately difficult
!
! class="alignright"|8 +
! class="alignleft"|Skill (Attribute) + (Power or Equipment)
|-
! class="alignright"|15
! class="alignleft"|Remarkably difficult
|
| class="alignright"|
| class="alignleft" rowspan="5"|''Examples:''<br />Hand-to-hand Combat (Brawn)<br />Ranged Combat (Agility)<br />Mental Combat (Presence)<br />etc.
|-
! class="alignright"|18
! class="alignleft"|Extremely difficult
|
|
|-
! class="alignright"|21
! class="alignleft"|Inconceivable!
|
|
|-  
|-  
| colspan="2"|
| class="aligncenter" style="font-size: 400%; font-weight: bold; line-height: 80%;"|2d6
|
| class="aligncenter" style="font-size: 300%; font-weight: bold; line-height: 80%; vertical-align: middle; padding: 0 50px;" rowspan="3"|vs
|
| class="aligncenter" style="font-size: 400%; font-weight: bold; line-height: 80%;"|8
|-  
|-  
| colspan="2"|
| class="aligncenter" style="font-size: 157%; font-weight: bold; line-height: 80%;"|+ [Attribute] + [Skill]
|
| class="aligncenter" style="font-size: 157%; font-weight: bold; line-height: 80%;"|+ [Attribute] + [Skill]
|
|-  
|-  
| colspan="2"|
| class="aligncenter" style="font-size: 120%; font-weight: bold; line-height: 80%;"|+ [Equipment (up to Skill)]
|
| class="aligncenter" style="font-size: 120%; font-weight: bold; line-height: 80%;"|+ [Equipment (up to Skill)]
|
|}
|}




===Difficulty===
If the character's Action Value '''equals or exceeds the DV''' (Defense Value or Difficulty Value) assigned by the GM, the character's attempt '''succeeds'''.
 
'''Expert Tip: If a task is too difficult, try [[ZeroSpace_4e_EN:Actions#Working_Together|working together]].'''
 
A character may attempt a task in which they have no skill, if the GM says it is possible.


The difficulty of the task depends on whether someone or something is actively working against the character.
Rolling a "natural 2" (minimum on two dice) or a "natural 12" (maximum on two dice) has no special significance.


====Unopposed Tasks====
===Unopposed Tasks===


If no one is actively working against the character, the GM simply sets a difficulty value (DV). In most cases, if the GM requires the player to roll dice to accomplish an unopposed task, it's because the GM has deemed that task "moderately difficult". Moderately difficult tasks have a difficulty of 12 (DV 12). More difficult tasks have a higher difficulty.
If no one is actively working against the character, the GM sets the Difficulty Value (DV). '''Moderately difficult''' tasks have a difficulty of 12 ('''DV 12'''). More difficult tasks have a higher difficulty.




Line 249: Line 136:
|}
|}


===Bonuses===


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.
A character's roll may have one or more bonuses. '''Only the highest bonus applies.''' Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll.
 
====Opposed Tasks====
 
If the character is actively competing against an opponent, the difficulty is usually equal to 8 plus the opponent's relevant skill and attribute, plus their power or equipment modifier, 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.
 
===Working As A Team===
 
Multiple characters can work together to increase their effectiveness. In combat, all of the characters ganging up on an opponent must strike simultaneously (meaning every attacker but one must delay their attack). 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.
 
Characters with different skills to combine their efforts to accomplish the task. 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.
 
===Extended Tasks===
 
Some tasks are more complex or time-consuming than can reasonably be resolved with a single roll. For example, constructing a ship 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. In extended opposed tasks, such as a competition between rival scientists to create a vaccine, the first person or team to achieve the required number of successful rolls succeeds at the task.
 
==Attacking And Defending==
 
Each attack, regardless of its source, is one of three types: normal, mental, or alteration.
 
Most attacks are normal attacks. A normal attack is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Normal attacks are targeted with and opposed by Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a stunning attack). Damage Resistance is effective against normal attacks. Normal attacks inflict the damage which exceeds the target's Damage Resistance.
 
Mental attacks are those which affect the target's mind directly. Mental attacks are targeted with and opposed by Mental Combat (Presence), and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental power has a range based on the character's Power Level, and it affects a single target. Damage Resistance is not effective against mental attacks: only Mental Resistance is effective against mental attacks. However, mental attacks inflict half of the damage which exceeds the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).
 
Alteration attacks are those which transform the target in some way, or which directly affect one of the target's attributes. An alteration power is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Alteration attacks are targeted with and opposed by the Ranged Combat (Agility) or Hand-to-hand Combat (Brawn), and they are usually obvious. Damage Resistance is not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. However, alteration attacks inflict half of the damage which exceeds the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).
 
If the attacker's attack roll succeeds, the player rolls dice based on the character's Power Level or on the damage rating of the weapon. The target's resistance (Damage Resistance, Mental Resistance, or Alteration Resistance) is deducted from the damage. If the attack is a normal attack, the remaining damage is deducted from the target's Health (or Endurance, if it is a stunning attack). If the attack is an alteration attack or a mental attack, half of the final damage (round down, even if the fraction is more than one-half) is applied to the target (minimum of 1).
 
If the attack inflicts damage, the effects are essentially permanent, but can be healed. If the attack causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, an attack that deprives a character of their movement or free will can be opposed.


To "break out" of an attack with an ongoing physical effect, such as blindness or being forced to sleep, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + Power Level of the attacker. If the target has Alteration Resistance, they may add it to this roll.
A bonus is usually +{{KM4_SKILL_BONUS}} added to the character's Action Value (AV) or defense, although some maneuvers such as [[ZeroSpace_4e_EN:Actions#Suppressing_Fire|suppressing fire]] have a variable bonus. Similarly, a character's damage roll may have one or more bonuses. These are usually +1 or +{{KM4_SKILL_BONUS}} points of damage. The '''highest bonus''' is added to the attacker's damage.
 
To "break out" of an attack with an ongoing mental effect, such as mind control, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attacker. If the target has Mental Resistance, they may add it to this roll.
 
If the target's roll is successful, they recover from the ongoing effect.
 
===Bonuses And Penalties===
 
A character's roll may have one or more +{{KM4_SKILL_BONUS}} skill bonuses and one or more -{{KM4_SKILL_BONUS}} skill penalties. For example, a circumstance that makes an attack more difficult would impose a -{{KM4_SKILL_BONUS}} skill penalty on the attacker's action value, while a circumstance that makes it easier to defend against attacks would grant a +{{KM4_SKILL_BONUS}} skill bonus to the character's defense.




{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Attack bonuses and penalties
|+Table: Typical bonuses and penalties
|-  
|-  
! class="aligncenter"|Circumstance
! class="alignleft"|Circumstance
! class="aligncenter"|Modifier
! class="aligncenter"|AV
! class="aligncenter"|DV
! class="alignleft"|Notes
|-  
|-  
| class="alignleft"|Attacker is making an all-out move (sprinting)
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Blinding_Attacks|blinded]] or in the [[ZeroSpace_4e_EN:Powers#Darkness|dark]]
| class="alignleft"|Attack fails
| class="aligncenter"|-{{KM4_SKILL_MAJOR_BONUS}} AV
| class="aligncenter"|-{{KM4_SKILL_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Attacker can't perceive defender in ranged combat<sup>1</sup>
| class="alignleft"|Character is attempting a [[ZeroSpace_4e_EN:Actions#Called_Shots|called shot]]
| class="alignleft"|Attack fails
| class="aligncenter"|Varies
| class="aligncenter"|
| class="alignleft"|+1 damage bonus for each -1 AV penalty
|-  
|-  
| class="alignleft"|Attacker can't perceive defender in hand-to-hand combat<sup>1</sup>
| class="alignleft"|Character is behind [[ZeroSpace_4e_EN:Actions#Cover|cover]]
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|
| class="aligncenter"|+{{KM4_SKILL_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Attacker is attempting to disarm the defender<sup>3</sup>
| class="alignleft"|Character is attempting to [[ZeroSpace_4e_EN:Actions#Disarming_Attacks|disarm]] a target
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|-{{KM4_SKILL_BONUS}} AV
| class="aligncenter"|
| class="alignleft"|
|-  
|-  
| class="alignleft"|Attacker is distracted<sup>4</sup> or surprised
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Distracting_Attacks|distracted]] or surprised
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|-{{KM4_SKILL_BONUS}} AV
| class="aligncenter"|-{{KM4_SKILL_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Attacker is restrained<sup>5</sup>
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Dodging|dodging]]
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|
| class="aligncenter"|+{{KM4_SKILL_MAJOR_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Attacker is making a double move (running)
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Helpless_Characters|helpless]]
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|AV 0
| class="aligncenter"|DV 0
| class="alignleft"|
|-  
|-  
| class="alignleft"|Attacker is using a two-handed weapon with one hand
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Powers#Invisibility|invisible]] or hidden
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|+{{KM4_SKILL_MAJOR_BONUS}} DV
| class="aligncenter"|
| class="alignleft"|
|-  
|-  
| class="alignleft"|Target is beyond effective range of the weapon
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]] in hand-to-hand combat
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|-{{KM4_SKILL_BONUS}} AV
| class="aligncenter"|-{{KM4_SKILL_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Underwater
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]] in ranged combat
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|+{{KM4_SKILL_BONUS}} AV
|-
| class="aligncenter"|+{{KM4_SKILL_BONUS}} DV
| class="alignleft"|Attacker is charging the defender<sup>2</sup>
| class="alignleft"|
| class="aligncenter"|+{{KM4_SKILL_BONUS}}
|}
#[[ZeroSpace_4e_EN:Actions#Blinding|Blinding attacks]]
#[[ZeroSpace_4e_EN:Actions#Charging|Charging]]
#[[ZeroSpace_4e_EN:Actions#Disarming|Disarming]]
#[[ZeroSpace_4e_EN:Actions#Distracting|Distracting]]
#[[ZeroSpace_4e_EN:Actions#Restrained_Characters|Restrained characters]]
 
 
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Defense bonuses and penalties
|-  
|-  
! class="aligncenter"|Circumstance
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Restrained_Characters|restrained]]
! class="aligncenter"|Modifier
| class="aligncenter"|-{{KM4_SKILL_BONUS}} AV
| class="aligncenter"|-{{KM4_SKILL_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Defender is distracted<sup>3</sup> or surprised
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Move_Action|running or sprinting]]
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|-{{KM4_SKILL_MAJOR_BONUS}} AV
| class="aligncenter"|+{{KM4_SKILL_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Defender is prone in hand-to-hand combat<sup>4</sup>
| class="alignleft"|Character is using [[ZeroSpace_4e_EN:Actions#Suppressing_Fire|suppressing fire]]
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|Varies
| class="aligncenter"|
| class="alignleft"|-1 damage penalty for each +1 AV bonus
|-  
|-  
| class="alignleft"|Defender is restrained<sup>5</sup>
| class="alignleft"|Character is attempting a [[ZeroSpace_4e_EN:Actions#Sweep_Attacks|sweep attack]]
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|Varies
| class="aligncenter"|
| class="alignleft"|-1 AV penalty for each target
|-  
|-  
| class="alignleft"|Defender can't perceive attacker<sup>1</sup>
| class="alignleft"|Character is attempting to [[ZeroSpace_4e_EN:Actions#Takedown_Attacks|takedown]] a target
| class="aligncenter"|-{{KM4_SKILL_BONUS}}
| class="aligncenter"|-{{KM4_SKILL_BONUS}} AV
| class="aligncenter"|
| class="alignleft"|
|-  
|-  
| class="alignleft"|Defender has cover<sup>2</sup> or is prone in ranged combat<sup>4</sup>
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Terrifying_Attacks|terrified]]
| class="aligncenter"|+{{KM4_SKILL_BONUS}}
| class="aligncenter"|-{{KM4_SKILL_MAJOR_BONUS}} AV
| class="aligncenter"|
| class="alignleft"|Target must cower or flee (defender's choice)
|-  
|-  
| class="alignleft"|Defender is focusing exclusively on defense
| class="alignleft"|Character is [[ZeroSpace_4e_EN:GM_Resources#Underwater|underwater]] or [[ZeroSpace_4e_EN:GM_Resources#Zero-G|weightless]]
| class="aligncenter"|+{{KM4_SKILL_BONUS}}
| class="aligncenter"|-{{KM4_SKILL_BONUS}} AV
| class="aligncenter"|-{{KM4_SKILL_BONUS}} DV
| class="alignleft"|
|-  
|-  
| class="alignleft"|Defender is running or sprinting
| class="alignleft"|Character is [[ZeroSpace_4e_EN:Actions#Working Together|part of a team]]
| class="aligncenter"|+{{KM4_SKILL_BONUS}}
| class="aligncenter"|+{{KM4_SKILL_BONUS}} AV
| class="aligncenter"|
| class="alignleft"|Only the highest final AV applies; +{{KM4_SKILL_BONUS}} damage bonus
|}
|}
#[[ZeroSpace_4e_EN:Actions#Blinding|Blinding attacks]]
#[[ZeroSpace_4e_EN:Actions#Cover|Cover]]
#[[ZeroSpace_4e_EN:Actions#Distracting|Distracting]]
#[[ZeroSpace_4e_EN:Actions#Prone_Characters|Prone characters]]
#[[ZeroSpace_4e_EN:Actions#Restrained_Characters|Restrained characters]]




====Cover====
===Penalties===


A character hiding behind an obstruction is more difficult to hit. The defender gains a +{{KM4_SKILL_BONUS}} skill bonus to their defense.
A character's roll may have one or more penalties. '''Penalties are cumulative.''' Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll.


====Dodging====
A penalty is usually -{{KM4_SKILL_BONUS}} subtracted from the character's Action Value (AV), although some maneuvers such as [[ZeroSpace_4e_EN:Actions#Sweep_Attack|sweep attack]] have a variable penalty. Similarly, a character's damage roll may have one or more penalties. These are usually -1 or -{{KM4_SKILL_BONUS}} points of damage. '''All damage penalties''' are subtracted from the attacker's damage.


During their turn, or as a [[ZeroSpace_4e_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 +{{KM4_SKILL_BONUS}} skill bonus to the character's defense when they are attacked. A character who is using their action to dodge continues to receive this benefit until they take their next turn.
===Extended Tasks===


====Helpless Or Unconscious Characters====
Some tasks are more complex or time-consuming than can reasonably be resolved with a single roll. 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. In extended opposed tasks, such as a competition between rival scientists to create a vaccine, the first person or team to '''achieve the required number''' of successful rolls '''succeeds''' at the task.


A helpless or unconscious character is unable to defend themselves or make skill rolls. They are effectively at the mercy of any attacker.
==Types Of Attacks==


====Prone Characters====
Each attack is one of three types: normal, alteration, or mental.


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 -{{KM4_SKILL_BONUS}} skill penalty on their defense against Hand-to-hand Combat attacks, but they receive a +{{KM4_SKILL_BONUS}} skill bonus to their defense against Ranged Combat and Mental Combat attacks. Standing up from a prone or seated position requires a move or standard action.
'''Normal attacks''' are the default, and are the most common. A normal attack is either hand-to-hand (1 m) or has a range based on the character's weapon or Power Level, and it affects a single target. Normal attacks are targeted with and opposed by '''Agility + Ranged Combat''' or '''Brawn + Hand-to-hand Combat''', and they are usually obvious. A successful normal attack reduces the target's current '''Health (or Endurance, if it is a [[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stunning attack]])'''. '''Damage Resistance''' is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage. Normally, '''an unarmed hand-to-hand normal attack deals Endurance damage'''.


====Restrained Characters====
'''Mental attacks''' are those which affect the target's mind directly. Mental attacks are targeted with and opposed by '''Presence + Mental Combat''', and they are obvious to anyone who has Mental Resistance or mental powers, but they are '''usually invisible''' to everyone else. A mental attack has a range based on the character's Power Level, and it affects a single target. Damage Resistance is not effective against mental attacks: only '''Mental Resistance''' is effective against mental attacks. However, mental attacks '''deal half of the points of damage''' which exceed the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).


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 -{{KM4_SKILL_BONUS}} skill penalty on their defense and on all skill rolls. If the character is completely immobilized, they are considered helpless rather then merely restrained.
'''Alteration attacks''' are those which transform the target in some way, or which directly affect one of the target's attributes. An alteration power is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Alteration attacks are targeted with and opposed by the '''Agility + Ranged Combat''' or '''Brawn + Hand-to-hand Combat''', and they are usually obvious. Damage Resistance is not effective against alteration attacks: only '''Alteration Resistance''' is effective against alteration attacks. However, alteration attacks '''deal half of the points of damage''' which exceed the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).


====Running For Cover====
In addition, some attacks have non-damage effects, or use special rules for how they are targeted and opposed.


Attacks which are particularly large, such as explosions and collapsing castles, are much more difficult to avoid. The only way to avoid such attacks is to not be under them when they land. A character may [[ZeroSpace_4e_EN:Actions#Forcing_An_Action|force their 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.
<div id="Area"></div>
===Area Attacks===


===Range===
'''Area attacks deal damage to everyone within a certain distance''' of the target -- everyone within 5 meters, typically. An area attack requires a successful roll against each target in the affected area. The '''attacker rolls once''' for the attack.


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.
<div id="Blinding"></div>
===Blinding Attacks===


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_4e_EN:Attributes#Power_Level|Power Level]].
A successful blinding attack '''renders the target unable to see clearly'''. Unless they have [[ZeroSpace_4e_EN:Gifts#Blindfighting|Blindfighting]] or [[ZeroSpace_4e_EN:Powers#Blindsight|Blindsight]], a character who can't see incurs a '''-{{KM4_SKILL_MAJOR_BONUS}} AV penalty''' on any task or attack, a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense, and they fail any Mental Combat attack rolls.


To recover from a blinding attack, the target must use a standard action to attempt a '''Brawn + Athletics roll''' against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the target has '''Alteration Resistance''', they may add it to this roll. If the target succeeds at this roll, they recover from the blinding attack. If the target has not recovered from the blinding attack by the end of the scene, then they recover from it shortly thereafter.


{| cellpadding="4" cellspacing="1" class="wikitable zebra"
<div id="Piercing"></div>
|+Table: Range bands
===Piercing Attacks===
|-
! class="alignleft" |Range
! class="alignleft" |Typical weapons
|-
| class="alignleft" |Hand-to-hand (1 m)
| class="alignleft" |Fist, sword, club
|-
| class="alignleft" |Short (10 m)
| class="alignleft" |Pistol, flamethrower, grenade
|-
| class="alignleft" |Medium (100 m)
| class="alignleft" |Carbine, crossbow, rifle
|-
| class="alignleft" |Long (1 km)
| class="alignleft" |Sniper rifle, shoulder-fired missile
|-
| class="alignleft" |Extreme (10 km+)
| class="alignleft" |Long-range artillery, guided missile
|}


Damage Resistance, Alteration Resistance, and Mental Resistance are less effective against piercing attacks. The '''target's resistance''' against the attack is '''reduced to one-half of its normal value''' (round down, even if the fraction is more than one-half, to a minimum of 1).


==Plot Points==
<div id="Stunning"></div>
===Stunning Attacks===


Each player begins each game session with one Plot Point. The GM awards a player a Plot Point when their character does something particularly clever, heroic, or surprising, or when the GM overrides a roll of the dice to make things more difficult for the characters. It's probably reasonable for each player to receive an additional Plot Point over the course of a typical three or four hour game session. Unspent Plot Points do not carry over to the next game.
Some attacks are normal, but nonlethal. The points of damage are '''deducted from the target's Endurance''' rather than from their Health. A character with '''zero Endurance is unconscious'''. If a character with zero Endurance takes additional points of Endurance damage from another attack, the damage is treated as points of Health damage. The target '''recovers their lost Endurance after the fight is over''', when the character has had a chance to rest and recuperate.


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 permit it.
<div id="Terrifying"></div>
===Terrifying Attacks===


====Extra Action====
A successful terrifying attack causes the target to '''involuntarily cower or flee''' (defender's choice). The terrified character incurs a '''-{{KM4_SKILL_MAJOR_BONUS}} AV penalty''' on any task or attack.


Spending a Plot Point allows the character to use an extra movement action or an extra standard action. If it isn't their turn, the extra action takes place after the current character's turn is finished.
To recover from a terrifying attack, the target must use a standard action to attempt a '''Presence + Athletics roll''' against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the target has '''Mental Resistance''', they may add it to this roll.


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


Spending a Plot Point allows the character to try even harder to succeed at the current task. The player may re-roll their dice, or they may gain a +{{KM4_SKILL_BONUS}} skill bonus to the current skill roll or defense. The player may decide to spend the Plot Point before or after the dice are rolled.
==Consequences==
 
====Improvisation====
 
Improvisation permits the character to use a skill or power they do not have, if they can explain it as a clever use of the skills and abilities that they do have. Improvisation usually only lasts for one round, but it might last as long as a scene if that makes sense and the GM agrees.
 
====Inspiration====


When all else fails, a player can spend a Plot Point to receive a hint from the GM on what to do next. If the GM finds this happening with any regularity, they should make their plots less mysterious.
===Rolling Damage===


====Rally====
If the attacker's roll succeeds, the player rolls dice for damage based on the character's Power Level ('''1d6 + Power Level''') or on the Equipment Level of the weapon ('''1d6 + Equipment Level'''). The '''target's resistance''' (Damage Resistance, Alteration Resistance, or Mental Resistance) is '''deducted from the points of damage'''.


Under normal circumstances, an injured character recovers half of the Health they have lost (round down, even if the fraction is more than one-half) after they have had a chance to rest and recuperate for an hour or so. Spending a Plot Point allows a character to rally and immediately recover half of the Health they have lost, as though they have had an hour's worth of rest.
If the attack is a '''normal attack''', the '''remaining points of damage''' are deducted from the target's Health (or Endurance, if it is a [[ZeroSpace_4e_EN:Actions#Stunning_Attacks|stunning attack]] attack).


====Retcon====
If the attack is a '''mental attack''' or an '''alteration attack''', '''half of the final points of damage''' are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). '''Roll damage and deduct resistance before dividing.'''


"Retcon" is short for "retroactive continuity": changing the past in a helpful way. 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 clever way, such as having already established a false identity as a caterer in order to sneak into an exclusive banquet.
===Death===


A retcon should not overtly violate what has been established in the game.
In the source material which ''ZeroSpace'' seeks to emulate, main characters '''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. The most important thing to remember about death is that it should '''never be decided by a roll''' of the dice.


====Surge====
===Unnamed Characters===


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 Power Level 7 could gain a temporary surge to Power Level 8.
An unnamed character is '''defeated on any successful attack'''. They make up for this by vastly outnumbering the player characters.


A surge usually only lasts for one round, but it might last as long as a scene if that make senses and the GM agrees.
===Inanimate Objects===


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


===Knockback (Optional)===
===Knockback (Optional)===
Line 469: Line 322:
Knockback is an optional rule which will make combat cover a greater physical area, possibly causing collateral damage in the process.
Knockback is an optional rule which will make combat cover a greater physical area, possibly causing collateral damage in the process.


When struck by a normal attack, a target is pushed away from the attacker (or from the center of an explosion). The distance the target is moved is equal to the amount by which a player's roll exceeds the target number. If the target number is 12, and the player's total is 15, the target will be pushed back 3 meters.
When struck by a normal attack, a target is pushed away from the attacker (or from the center of an explosion). The '''distance the target is moved''' is equal to the amount by which a player's '''roll exceeds the target number'''. If the target number is 12, and the player's total is 15, the target will be pushed back 3 meters.


If the target is pushed more than 2 meters, they must succeed at a moderately difficult (DV 12) Athletics (Agility) roll or be knocked [[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]]. If the target is flying or swimming and fails this roll, they don't fall to the ground, but the mechanical effects are the same: they are easier to hit with a Hand-to-hand Combat attack, harder to hit with a Ranged Combat or Mental Combat attack, and recovering their equilibrium requires a move action.
If the target is pushed more than 2 meters, they must succeed at a moderately difficult ('''DV 12''') '''Agility + Athletics roll''' or be knocked '''[[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]]'''. If the target is flying or swimming and fails this roll, they don't fall to the ground, but recovering their equilibrium requires a move action.


Targets who suffer knockback often smash through walls and windows, destroying whatever they pass through or happen to land on, but they suffer no significant injury themselves from doing so.
Targets who take knockback may smash through walls and windows, destroying whatever they pass through or happen to land on, but they '''take no significant injury''' themselves from doing so.


===Failure===
==Recovery==


Failure 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 could 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.
===Recovering Endurance===


<center>'''Failure should never make the game less interesting.'''</center>
Endurance represents a character's ability to '''physically and mentally exert themselves'''. Endurance acts as a '''reservoir of points''' which is expended as the character takes damage. When a character loses Endurance, that amount is subtracted from their current Endurance.


For example, Inspector Dupuis is trying to intimidate a low-level gangster into revealing details about the organization's plans to distribute a dangerous, highly experimental drug. Sadly, Inspector Dupuis's player rolls poorly, and fails to intimidate the gangster. Rather than having this be the end of this line of inquiry, the GM has several options.
Endurance may not be reduced below zero. A character with '''zero Endurance is unconscious'''. If a character with zero Endurance '''takes additional points of Endurance damage''' from another attack, the damage is '''treated as points of Health damage'''.


* ''' ''Quid pro quo'':''' The gangster will give Dupuis the information, but only if Dupuis gives the gangster something in exchange. This could be something as prosaic as money, but it could be something more interesting, such as information about a rival organization or a favour to call in later.
The target '''recovers their lost Endurance after the fight is over''', when the character has had a chance to rest and recuperate.
* '''Red herring:''' The gangster tells Dupuis what they want to hear, but the information is not true or it leads Dupuis off on a wild goose chase. If the gangster is clever, they may send Dupuis after a rival organization that has been causing problems.
* '''Stirring the pot:''' Dupuis gets the information, but their activities attract attention. A rival organization learns of the drug as a result of Dupuis' activities, and they try to beat Dupuis to the prize. Alternately, the rival organization might use Dupuis as a stalking horse, allowing Dupuis and the gang to fight each other so that the rival organization will have an easier time taking the spoils from the winner.
* '''Alerting the enemy:''' Dupuis gets the information, but the gang learns of Dupuis's interest in their activities and they begin to make preparations. It could even be that the gangster was intended to be captured by Dupuis all along, in order to set them up for an ambush!


===Recovery===
===Recovering Health===


When a character expends or loses Endurance, that amount is subtracted from their current Endurance. Endurance is replenished by rest and relaxation.
Health represents a character's ability to '''withstand physical and mental injury'''. Health acts as a '''reservoir of points''' which are expended as the character takes damage. When a character loses Health, that amount is subtracted from their current Health.


Endurance may not be reduced below zero. A character with zero Endurance is unconscious. If a character with zero Endurance suffers additional Endurance damage from another attack, the damage is treated as Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
Health may not be reduced below zero. A character with '''zero Health is unconscious''', their Endurance is also reduced to zero, and they are probably '''out of the fight'''.


When a character expends or loses Health, that amount is subtracted from their current Health. Health is replenished by rest and medical care.
Normally, a character may '''recover half of their lost Health''' (round down, even if the fraction is more than one-half) by '''resting for about an hour'''. After that, a character recovers additional Health by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Health will be '''completely replenished after a night's rest'''.


Health may not be reduced below zero. A character with zero Health is unconscious, their Endurance is also reduced to zero, and they are probably out of the fight.
===Recovering From Ongoing Effects===


Normally, an injured character may recover half of their lost Health (round down, even if the fraction is more than one-half) by resting for about an hour. After that, a character may only recover additional Health by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Health will be completely replenished after a solid night's rest.
If the attack causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, an attack that deprives a character of their free will or that alters them against their will in some way can be opposed and ended earlier.


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.
To '''"break out" of an alteration attack''' with an ongoing effect, the target must use a standard action to attempt a '''Brawn + Athletics roll''' against '''8 + Power Level''' of the attacker or the Equipment Level of the weapon. If the target has Alteration Resistance, they may add it to this roll.


====Inanimate Objects====
To '''"break out" of a mental attack''' with an ongoing effect, the target must use a standard action to attempt a '''Presence + Athletics roll''' against '''8 + Power Level''' of the attacker or the Equipment Level of the weapon. If the target has Mental Resistance, they may add it to this roll.


Inanimate objects have Health, reflecting the structural integrity of the object. An object which has lost more than half of its Health is damaged, and may not work properly. An object which has lost of all of its Health is effectively destroyed.
If the target's roll is successful, they recover from the ongoing effect.
 
====Unnamed Characters====
 
An unnamed character is defeated on any successful attack. 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. The most important thing to remember about death is that it should never be decided by a roll of the dice.


==Special Attacks==
==Conditions And Maneuvers==


These attacks are special cases, each of which has its own bonuses and penalties. Generally speaking, special attacks are exclusive: you could not normally combine Spreading An Attack with Suppressing Fire, for example.
Remember that '''only the highest bonus applies''', but '''penalties are cumulative'''.


===Called Shots===
===Called Shots===


A called shot is an attempt to hit a specific part of the target other than their center of mass. Called shots inflict +1 damage (before defenses are applied) for each -1 penalty on the skill roll. If the attacker chooses to incur a -5 penalty, they would inflict an additional +5 damage if the attack is successful.
A called shot is an attempt to hit a target in a vulnerable spot. A character attempting a called shot incurs a '''-1 AV penalty for each +1 damage bonus'''. If the attacker chooses to incur a -5 AV penalty, they gain a +5 damage bonus if the attack is successful.


===Charging===
===Cover===


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 +{{KM4_SKILL_BONUS}} skill bonus to the roll. Charging may be called by various names depending on the technique the attacker uses, such as a "flying tackle", "ramming", or a "pounce".
A character hiding behind an obstruction is more difficult to hit. The character gains a '''+{{KM4_SKILL_BONUS}} DV bonus'''.


===Disarming===
===Disarming===


A disarm is a special hand-to-hand attack that does not inflict damage, but instead deprives the target of a piece of held [[ZeroSpace_4e_EN:Equipment|equipment]]. A disarm attack requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target. The attacker suffers a -{{KM4_SKILL_BONUS}} skill penalty on the roll.
A disarm is a special hand-to-hand attack that does not deal points of damage, but instead '''deprives the target of a piece of held [[ZeroSpace_4e_EN:Equipment|equipment]]'''. A disarm attack requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. The attacker incurs a '''-{{KM4_SKILL_BONUS}} AV penalty''' on this attack.


If the attacker's roll is successful, the attacker may choose one equipment item held by the target and either take it away from them or knock it from the target's grasp.
If the attacker's roll is successful, the attacker may '''choose one equipment item''' held by the target and either '''take it away''' from them or '''knock it from the target's grasp'''.


===Distracting===
===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 attempt a Deception (Presence) roll against 8 + Survival (Presence) of the opponent. If the character attempting to use distraction is successful, the distracted character suffers a -{{KM4_SKILL_BONUS}} skill penalty on their next skill roll or their next defense, whichever comes first.
Distraction can be used by a character to mislead an enemy into dropping their guard. Distracting an opponent requires using a standard action to attempt a '''Presence + Deception roll''' against 8 + Presence + Investigation of the opponent. A distracted character incurs a '''-{{KM4_SKILL_BONUS}} AV penalty''' on their next task or attack, '''or a -{{KM4_SKILL_BONUS}} DV penalty''' on their next defense, whichever happens first.
 
===Dodging===
 
During their turn, or as a [[ZeroSpace_4e_EN:Actions#Forcing_A_Turn|forced turn]], a character may use a standard action to focus exclusively on defense. A character who is using their action to dodge '''may not attack or use a move action''', even if they otherwise could. 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 the character a '''+{{KM4_SKILL_MAJOR_BONUS}} DV bonus'''. A character who is using their action to dodge continues to receive this benefit '''until they take their next turn'''.


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


A grapple is a special hand-to-hand attack that does not inflict damage, but instead [[ZeroSpace_4e_EN:Actions#Restrained_Characters|restrains]] the target. A grapple attack requires a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) of the target.
A grapple is a special hand-to-hand attack that does not deal points of damage, but instead '''[[ZeroSpace_4e_EN:Actions#Restrained_Characters|restrains]] the target'''. A grapple attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target.
 
If the attack is successful, the target is restrained. A restrained character is not [[ZeroSpace_4e_EN:Actions#Helpless_Characters|helpless]], but they can't use movement until they break free. A restrained character incurs a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense.


If the attack is successful, the target is restrained. A restrained character is not helpless, but they can't use movement actions until they break free. A restrained character incurs a -{{KM4_SKILL_BONUS}} skill penalty on their defense and on all skill rolls other than rolls to escape the grapple.
If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use a standard action to attempt a Brawn + Hand-to-hand Combat roll against 8 + the restrained character's Brawn + Hand-to-hand Combat.


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 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.


====Breaking Free Of A Grapple====
To break free of a grapple, the target must use a standard action to attempt a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat 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 as a free action.


To break free of a grapple, the target must use a standard action to attempt a successful Hand-to-hand Combat (Brawn) roll against 8 + Hand-to-hand Combat (Brawn) 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 as a free action.
===Helpless Characters===


====Hurting A Grappled Target====
The '''Action Value and Defense Value''' of a helpless or unconscious character is '''zero'''. The GM may allow a DV bonus to apply, if it makes sense ([[ZeroSpace_4e_EN:Actions#Cover|cover]], for example).


If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use a standard action to attempt a Hand-to-hand Combat (Brawn) roll against 8 + the restrained character's Hand-to-hand Combat (Brawn). The restrained character incurs a -{{KM4_SKILL_BONUS}} skill penalty on their defense, as usual.
===Prone Characters===


====Grapple vs. Grapple====
Ranged combat is easier for a prone character, but hand-to-hand combat is more difficult. In '''ranged combat''', the character receives a '''+{{KM4_SKILL_BONUS}} AV bonus''' and a '''+{{KM4_SKILL_BONUS}} DV bonus'''. In '''hand-to-hand combat''', the character incurs a '''-{{KM4_SKILL_BONUS}} AV penalty''' and a '''-{{KM4_SKILL_BONUS}} DV penalty'''.


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 -{{KM4_SKILL_BONUS}} skill penalty on their defense and on all skill rolls other than rolls to escape the grapple.
Standing up from a prone or seated position requires a move or standard action.


====Throwing A Grappled Target====
===Restrained Characters===


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. To see how far a character can throw an opponent, subtract the Brawn required to lift the target from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the target. For example, a character with Brawn 4 could throw an opponent weighing up to 110 kg up to 2 meters.
A restrained character is not helpless, but they '''can't use movement''' until they break free. A restrained character incurs a '''-{{KM4_SKILL_BONUS}} AV penalty''' on any task or attack and a '''-{{KM4_SKILL_BONUS}} DV penalty''' on their defense.


===Slamming===
If the character is completely immobilized, they are considered ''[[ZeroSpace_4e_EN:Actions#Helpless_Characters|helpless]]'' rather then merely restrained.


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. A slam can represent an aikido throw, a leg sweep, 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 8 + Hand-to-hand Combat (Brawn) of the target. If the attacker's roll is successful, the defender falls to the ground and may be injured by the impact.
===Running For Cover===


A character who has been slammed is [[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]] and must normally use a move or standard action to get back up.
Attacks which are particularly large, such as explosions and collapsing castles, are much more difficult to avoid. The only way to avoid such attacks is to not be under them when they land. A character may '''[[ZeroSpace_4e_EN:Actions#Forcing_A_Turn|force their turn]] to move''' to the nearest open ground which is beyond the area of the attack or behind the nearest [[ZeroSpace_4e_EN:Actions#Cover|cover]]. [[ZeroSpace_4e_EN:Actions#Move Action|As usual]], a character making a double move (running) or an all-out move (sprinting) receives a '''+{{KM4_SKILL_BONUS}} DV bonus''', but incurs a '''-{{KM4_SKILL_MAJOR_BONUS}} AV penalty'''.


===Spreading An Attack===
===Spreading An Attack===


Spreading an attack permits a character to make ranged attacks against adjacent targets simultaneously. The character chooses a primary target, and then makes a Ranged Combat roll against that target and against each target within hand-to-hand range of that target. The attacker incurs a penalty on each roll equal to the number of targets.
Spreading an attack permits a character to make ranged attacks against adjacent targets simultaneously. The character chooses a primary target, and then makes a separate '''Agility + Ranged Combat roll''' against that target and against each target within hand-to-hand range of that target. The attacker incurs an '''AV penalty equal to the number of targets'''.


===Suppressing Fire===
===Suppressing Fire===


Suppressing fire is an attempt to hit a target by spraying the area with multiple shots. Suppressing fire inflicts one less damage for each +1 skill bonus on the skill roll. If the attacker chooses to gain a +5 skill bonus, they would inflict 5 less damage if the attack is successful. Only weapons with "auto" in the notes are capable of suppressing fire.
Suppressing fire is an attempt to hit a target by spraying them with multiple shots. A character using suppressing fire gains a '''+1 AV bonus for each -1 damage penalty'''. If the attacker chooses to gain a +5 AV bonus, they incur a -5 damage penalty if the attack is successful.
 
===Sweep Attack===


A sweep attack permits a character to make hand-to-hand attacks against anyone within reach of the character simultaneously. The character chooses a primary target, and then makes a Hand-to-hand Combat roll against each target within hand-to-hand range. The attacker incurs a penalty on each roll equal to the number of targets.
===Sweep Attacks===


==Special Attack Types==
A sweep attack permits a character to make hand-to-hand attacks against anyone within reach of the character simultaneously. The character makes a separate '''Brawn + Hand-to-hand Combat roll against each target within hand-to-hand range'''. The attacker incurs an '''AV penalty equal to the number of targets'''.


===Area===
===Takedown Attacks===


Area attacks inflict damage to everyone within a certain distance of the target -- everyone within 5 meters, typically. The attacker rolls once for the attack.
A takedown attack is an unarmed hand-to-hand attack that '''makes the target fall''' to the ground. A takedown requires a successful '''Brawn + Hand-to-hand Combat roll''' against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker's roll is successful, the defender falls to the ground and takes damage from the impact.


===Blinding===
The attacker '''deals Endurance damage equal to their Brawn'''. The target subtracts their '''Damage Resistance''' from the amount the attacker rolled. The target's Endurance is reduced by the remaining amount. This damage can be increased with the [[ZeroSpace_4e_EN:Powers#Iron_Fists|Iron Fists]] gift or the [[ZeroSpace_4e_EN:Powers#Strike|Strike]] power.


A successful blinding attack renders the target unable to see clearly. Normally, a character who can't see incurs a -{{KM4_SKILL_BONUS}} skill penalty on their Hand-to-hand Combat rolls and defense, a -{{KM4_SKILL_BONUS}} skill penalty on their Ranged Combat defense, and they automatically fail any Ranged Combat rolls. However, if the blinded character is able to locate their target to within a meter or so (by using their Hyperacuity-granted super hearing, for example), then the blinded attacker incurs a -{{KM4_SKILL_BONUS}} skill penalty on their Ranged Combat rolls. A blinded character suffers no penalty on their Mental Combat defense, but they automatically fail any Mental Combat rolls.
A [[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]] character must normally use a move or standard action to get back up.


To recover from a blinding attack, the target must use a standard action to attempt a Survival (Brawn) roll against 8 + damage rating of the attack. If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the blinding attack. If the target has not recovered from the blinding attack by the end of the scene, then they recover from it shortly thereafter.
===Working Together===


===Stunning===
Characters are more effective together than they are alone. To work as a team on a task, each of the players makes a roll as usual. Everyone on the '''team receives a +{{KM4_SKILL_BONUS}} AV bonus'''. Only the '''highest final Action Value''' is applied to the task at hand.


Some attacks are normal, but nonlethal. The damage is applied to the target's Endurance rather than to their Health. If a character with zero Endurance suffers additional Endurance damage from another attack, the damage is treated as Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.
If the task at hand is an attack, and if the team's attack is successful, the team may choose which one of their attacks strikes the target. That '''attack receives a +{{KM4_SKILL_BONUS}} damage bonus'''.


===Terrifying===
Characters are not required to use the same skill or the same type of attack to work together.
 
A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a -{{KM4_SKILL_BONUS}} skill penalty on their defense, while a fleeing character is granted a +{{KM4_SKILL_BONUS}} skill bonus to their defense (because they are running).
 
To recover from a terrifying attack, the target must use a standard action to attempt a Survival (Presence) roll against 8 + Power Level of the attack. If the target has Mental Resistance, they may add it to this roll.
 
If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.





Latest revision as of 13:16, 5 June 2023

Arrow up 16x16.png Contents

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.

Scenes

Time in a ZeroSpace 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 the characters begin talking.

Rounds

During a scene, combat time is divided into rounds. One round is six seconds, give or take, giving us ten rounds per minute. During 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 perform minor useful actions like dropping a weapon, deactivating a power, or crouching behind cover. We call these "move actions", "standard actions", and "quick actions", respectively. A character can perform these actions in any order.

Initiating Conflict

Conflict begins when one side decides to stop talking and start shooting. Combat begins with the side that starts shooting. If the PCs start the conflict, they take their turns in whatever order they like, and then the GM takes the turns of the NPCs. If the NPCs start the conflict, the GM takes the turns of the NPCs, then the PCs take their turns in whatever order they like. When every character has had the opportunity to take a turn, the next round begins, and so on until the conflict has ended.

The environment 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 does.

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.

Forcing A Turn

If a character needs 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 their turn. Forcing a turn allows a character to sacrifice their next turn in order to 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 bullet 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 is 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, the attacker does not have the opportunity to "take back" their attack.

Forcing a turn 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.

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. The character may instead perform an equivalent action: opening an access hatch, standing up from a prone or seated position, squeezing the throttle on a motorcycle, or what have you.

A character making a double move (running) or an all-out move (sprinting) receives a +3 DV bonus, but incurs a -6 AV penalty.

Movement itself does not generally require a roll, although the GM may require an Agility + Athletics roll if there is some obstacle to the character's free movement (distractions, inclement weather, uneven ground, etc.), and reduce the character's movement to one-half its normal value if they fail the roll (round down, even if the fraction is more than one-half, to a minimum of 1).

Standard Action

With a standard action, a character may attempt to perform one task. This could be attempting to use a skill, 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 little or 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 little or 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 noticing a trap. A free action may also be a response to something another character does, usually at the request of the GM.

Rolling Dice

When a character attempts a task, the player must roll dice to see if the character succeeds. The player rolls two six-sided dice (2d6) and adds them together. The player adds this to the character's appropriate attribute (Agility, Brawn, etc.) and skill (Diplomacy, Ranged Combat, etc.). This total is the character's Action Value, or AV. If the character has appropriate equipment, they may add their Equipment Level to their Action Value, but only up to their skill level.

Expert Tip: Only roll when there is risk.

If the character is actively competing against an opponent, the Difficulty Value, or DV, is equal to 8 plus the opponent's appropriate attribute and skill. The opponent's equipment helps them just as it helps the player characters, up to their skill level.


2d6 vs 8
+ [Attribute] + [Skill] + [Attribute] + [Skill]
+ [Equipment (up to Skill)] + [Equipment (up to Skill)]


If the character's Action Value equals or exceeds the DV (Defense Value or Difficulty Value) assigned by the GM, the character's attempt succeeds.

Expert Tip: If a task is too difficult, try working together.

A character may attempt a task in which they have no skill, if the GM says it is possible.

Rolling a "natural 2" (minimum on two dice) or a "natural 12" (maximum on two dice) has no special significance.

Unopposed Tasks

If no one is actively working against the character, the GM sets the Difficulty Value (DV). Moderately difficult tasks have a difficulty of 12 (DV 12). More difficult tasks have a higher difficulty.


Table: Difficulty examples
DV Example
-- Routine Perform a familiar task under ordinary conditions
12 Moderately difficult Perform a familiar task under hostile conditions, or an unfamiliar task under ordinary conditions
15 Remarkably difficult Perform an unfamiliar task under hostile conditions
18 Extremely difficult Perform an esoteric task under ordinary conditions
21 Inconceivable! Perform an esoteric task under hostile conditions

Bonuses

A character's roll may have one or more bonuses. Only the highest bonus applies. Receiving a +1, a +2, and a +3 bonus at the same time adds 3 to the character's roll.

A bonus is usually +3 added to the character's Action Value (AV) or defense, although some maneuvers such as suppressing fire have a variable bonus. Similarly, a character's damage roll may have one or more bonuses. These are usually +1 or +3 points of damage. The highest bonus is added to the attacker's damage.


Table: Typical bonuses and penalties
Circumstance AV DV Notes
Character is blinded or in the dark -6 AV -3 DV
Character is attempting a called shot Varies +1 damage bonus for each -1 AV penalty
Character is behind cover +3 DV
Character is attempting to disarm a target -3 AV
Character is distracted or surprised -3 AV -3 DV
Character is dodging +6 DV
Character is helpless AV 0 DV 0
Character is invisible or hidden +6 DV
Character is prone in hand-to-hand combat -3 AV -3 DV
Character is prone in ranged combat +3 AV +3 DV
Character is restrained -3 AV -3 DV
Character is running or sprinting -6 AV +3 DV
Character is using suppressing fire Varies -1 damage penalty for each +1 AV bonus
Character is attempting a sweep attack Varies -1 AV penalty for each target
Character is attempting to takedown a target -3 AV
Character is terrified -6 AV Target must cower or flee (defender's choice)
Character is underwater or weightless -3 AV -3 DV
Character is part of a team +3 AV Only the highest final AV applies; +3 damage bonus


Penalties

A character's roll may have one or more penalties. Penalties are cumulative. Incurring a -1, a -2, and a -3 penalty at the same time subtracts 6 from the character's roll.

A penalty is usually -3 subtracted from the character's Action Value (AV), although some maneuvers such as sweep attack have a variable penalty. Similarly, a character's damage roll may have one or more penalties. These are usually -1 or -3 points of damage. All damage penalties are subtracted from the attacker's damage.

Extended Tasks

Some tasks are more complex or time-consuming than can reasonably be resolved with a single roll. 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. In extended opposed tasks, such as a competition between rival scientists to create a vaccine, the first person or team to achieve the required number of successful rolls succeeds at the task.

Types Of Attacks

Each attack is one of three types: normal, alteration, or mental.

Normal attacks are the default, and are the most common. A normal attack is either hand-to-hand (1 m) or has a range based on the character's weapon or Power Level, and it affects a single target. Normal attacks are targeted with and opposed by Agility + Ranged Combat or Brawn + Hand-to-hand Combat, and they are usually obvious. A successful normal attack reduces the target's current Health (or Endurance, if it is a stunning attack). Damage Resistance is subtracted from the points of damage an attacker deals. The character takes the remaining points of damage. Normally, an unarmed hand-to-hand normal attack deals Endurance damage.

Mental attacks are those which affect the target's mind directly. Mental attacks are targeted with and opposed by Presence + Mental Combat, and they are obvious to anyone who has Mental Resistance or mental powers, but they are usually invisible to everyone else. A mental attack has a range based on the character's Power Level, and it affects a single target. Damage Resistance is not effective against mental attacks: only Mental Resistance is effective against mental attacks. However, mental attacks deal half of the points of damage which exceed the target's Mental Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).

Alteration attacks are those which transform the target in some way, or which directly affect one of the target's attributes. An alteration power is either hand-to-hand (1 m) or has a range based on the character's Power Level, and it affects a single target. Alteration attacks are targeted with and opposed by the Agility + Ranged Combat or Brawn + Hand-to-hand Combat, and they are usually obvious. Damage Resistance is not effective against alteration attacks: only Alteration Resistance is effective against alteration attacks. However, alteration attacks deal half of the points of damage which exceed the target's Alteration Resistance (round down, even if the fraction is more than one-half, to a minimum of 1).

In addition, some attacks have non-damage effects, or use special rules for how they are targeted and opposed.

Area Attacks

Area attacks deal damage to everyone within a certain distance of the target -- everyone within 5 meters, typically. An area attack requires a successful roll against each target in the affected area. The attacker rolls once for the attack.

Blinding Attacks

A successful blinding attack renders the target unable to see clearly. Unless they have Blindfighting or Blindsight, a character who can't see incurs a -6 AV penalty on any task or attack, a -3 DV penalty on their defense, and they fail any Mental Combat attack rolls.

To recover from a blinding attack, the target must use a standard action to attempt a Brawn + Athletics roll against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the target has Alteration Resistance, they may add it to this roll. If the target succeeds at this roll, they recover from the blinding attack. If the target has not recovered from the blinding attack by the end of the scene, then they recover from it shortly thereafter.

Piercing Attacks

Damage Resistance, Alteration Resistance, and Mental Resistance are less effective against piercing attacks. The target's resistance against the attack is reduced to one-half of its normal value (round down, even if the fraction is more than one-half, to a minimum of 1).

Stunning Attacks

Some attacks are normal, but nonlethal. The points of damage are deducted from the target's Endurance rather than from their Health. A character with zero Endurance is unconscious. If a character with zero Endurance takes additional points of Endurance damage from another attack, the damage is treated as points of Health damage. The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.

Terrifying Attacks

A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). The terrified character incurs a -6 AV penalty on any task or attack.

To recover from a terrifying attack, the target must use a standard action to attempt a Presence + Athletics roll against 8 + Power Level of the attack (or the Equipment Level of the weapon). If the target has Mental Resistance, they may add it to this roll.

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

Consequences

Rolling Damage

If the attacker's roll succeeds, the player rolls dice for damage based on the character's Power Level (1d6 + Power Level) or on the Equipment Level of the weapon (1d6 + Equipment Level). The target's resistance (Damage Resistance, Alteration Resistance, or Mental Resistance) is deducted from the points of damage.

If the attack is a normal attack, the remaining points of damage are deducted from the target's Health (or Endurance, if it is a stunning attack attack).

If the attack is a mental attack or an alteration attack, half of the final points of damage are applied to the target (round down, even if the fraction is more than one-half, to a minimum of 1). Roll damage and deduct resistance before dividing.

Death

In the source material which ZeroSpace seeks to emulate, main characters 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. The most important thing to remember about death is that it should never be decided by a roll of the dice.

Unnamed Characters

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

Inanimate Objects

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

Knockback (Optional)

Knockback is an optional rule which will make combat cover a greater physical area, possibly causing collateral damage in the process.

When struck by a normal attack, a target is pushed away from the attacker (or from the center of an explosion). The distance the target is moved is equal to the amount by which a player's roll exceeds the target number. If the target number is 12, and the player's total is 15, the target will be pushed back 3 meters.

If the target is pushed more than 2 meters, they must succeed at a moderately difficult (DV 12) Agility + Athletics roll or be knocked prone. If the target is flying or swimming and fails this roll, they don't fall to the ground, but recovering their equilibrium requires a move action.

Targets who take knockback may smash through walls and windows, destroying whatever they pass through or happen to land on, but they take no significant injury themselves from doing so.

Recovery

Recovering Endurance

Endurance represents a character's ability to physically and mentally exert themselves. Endurance acts as a reservoir of points which is expended as the character takes damage. When a character loses Endurance, that amount is subtracted from their current Endurance.

Endurance may not be reduced below zero. A character with zero Endurance is unconscious. If a character with zero Endurance takes additional points of Endurance damage from another attack, the damage is treated as points of Health damage.

The target recovers their lost Endurance after the fight is over, when the character has had a chance to rest and recuperate.

Recovering Health

Health represents a character's ability to withstand physical and mental injury. Health acts as a reservoir of points which are expended as the character takes damage. When a character loses Health, that amount is subtracted from their current Health.

Health may not be reduced below zero. A character with zero Health is unconscious, their Endurance is also reduced to zero, and they are probably out of the fight.

Normally, a character may recover half of their lost Health (round down, even if the fraction is more than one-half) by resting for about an hour. After that, a character recovers additional Health by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Health will be completely replenished after a night's rest.

Recovering From Ongoing Effects

If the attack causes some unusual effect or affects the target in some unusual way, it lasts for the duration of the current scene or conflict. However, an attack that deprives a character of their free will or that alters them against their will in some way can be opposed and ended earlier.

To "break out" of an alteration attack with an ongoing effect, the target must use a standard action to attempt a Brawn + Athletics roll against 8 + Power Level of the attacker or the Equipment Level of the weapon. If the target has Alteration Resistance, they may add it to this roll.

To "break out" of a mental attack with an ongoing effect, the target must use a standard action to attempt a Presence + Athletics roll against 8 + Power Level of the attacker or the Equipment Level of the weapon. If the target has Mental Resistance, they may add it to this roll.

If the target's roll is successful, they recover from the ongoing effect.

Conditions And Maneuvers

Remember that only the highest bonus applies, but penalties are cumulative.

Called Shots

A called shot is an attempt to hit a target in a vulnerable spot. A character attempting a called shot incurs a -1 AV penalty for each +1 damage bonus. If the attacker chooses to incur a -5 AV penalty, they gain a +5 damage bonus if the attack is successful.

Cover

A character hiding behind an obstruction is more difficult to hit. The character gains a +3 DV bonus.

Disarming

A disarm is a special hand-to-hand attack that does not deal points of damage, but instead deprives the target of a piece of held equipment. A disarm attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. The attacker incurs a -3 AV penalty on this attack.

If the attacker's roll is successful, the attacker may choose one equipment item held by the target and either take it away from them or knock it from the target's grasp.

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 attempt a Presence + Deception roll against 8 + Presence + Investigation of the opponent. A distracted character incurs a -3 AV penalty on their next task or attack, or a -3 DV penalty on their next defense, whichever happens first.

Dodging

During their turn, or as a forced turn, a character may use a standard action to focus exclusively on defense. A character who is using their action to dodge may not attack or use a move action, even if they otherwise could. 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 the character a +6 DV bonus. 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 deal points of damage, but instead restrains the target. A grapple attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target.

If the attack is successful, the target is restrained. A restrained character is not helpless, but they can't use movement until they break free. A restrained character incurs a -3 AV penalty on any task or attack and a -3 DV penalty on their defense.

If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use a standard action to attempt a Brawn + Hand-to-hand Combat roll against 8 + the restrained character's Brawn + Hand-to-hand Combat.

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.

To break free of a grapple, the target must use a standard action to attempt a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat 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 as a free action.

Helpless Characters

The Action Value and Defense Value of a helpless or unconscious character is zero. The GM may allow a DV bonus to apply, if it makes sense (cover, for example).

Prone Characters

Ranged combat is easier for a prone character, but hand-to-hand combat is more difficult. In ranged combat, the character receives a +3 AV bonus and a +3 DV bonus. In hand-to-hand combat, the character incurs a -3 AV penalty and a -3 DV penalty.

Standing up from a prone or seated position requires a move or standard action.

Restrained Characters

A restrained character is not helpless, but they can't use movement until they break free. A restrained character incurs a -3 AV penalty on any task or attack and a -3 DV penalty on their defense.

If the character is completely immobilized, they are considered helpless rather then merely restrained.

Running For Cover

Attacks which are particularly large, such as explosions and collapsing castles, are much more difficult to avoid. The only way to avoid such attacks is to not be under them when they land. A character may force their turn to move to the nearest open ground which is beyond the area of the attack or behind the nearest cover. As usual, a character making a double move (running) or an all-out move (sprinting) receives a +3 DV bonus, but incurs a -6 AV penalty.

Spreading An Attack

Spreading an attack permits a character to make ranged attacks against adjacent targets simultaneously. The character chooses a primary target, and then makes a separate Agility + Ranged Combat roll against that target and against each target within hand-to-hand range of that target. The attacker incurs an AV penalty equal to the number of targets.

Suppressing Fire

Suppressing fire is an attempt to hit a target by spraying them with multiple shots. A character using suppressing fire gains a +1 AV bonus for each -1 damage penalty. If the attacker chooses to gain a +5 AV bonus, they incur a -5 damage penalty if the attack is successful.

Sweep Attacks

A sweep attack permits a character to make hand-to-hand attacks against anyone within reach of the character simultaneously. The character makes a separate Brawn + Hand-to-hand Combat roll against each target within hand-to-hand range. The attacker incurs an AV penalty equal to the number of targets.

Takedown Attacks

A takedown attack is an unarmed hand-to-hand attack that makes the target fall to the ground. A takedown requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker's roll is successful, the defender falls to the ground and takes damage from the impact.

The attacker deals Endurance damage equal to their Brawn. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Endurance is reduced by the remaining amount. This damage can be increased with the Iron Fists gift or the Strike power.

A prone character must normally use a move or standard action to get back up.

Working Together

Characters are more effective together than they are alone. To work as a team on a task, each of the players makes a roll as usual. Everyone on the team receives a +3 AV bonus. Only the highest final Action Value is applied to the task at hand.

If the task at hand is an attack, and if the team's attack is successful, the team may choose which one of their attacks strikes the target. That attack receives a +3 damage bonus.

Characters are not required to use the same skill or the same type of attack to work together.