CYBER-PULP FANTASY CORE
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)
SKILLS
Roll
1d20. Add appropriate ability
modifier. Add 1/2 level if allowed. Add in additional modifiers if more than one
character is attempting the task (if allowed).
Match or beat the Difficulty Class (DC) number.
Hard
task DC 12, Very Hard task DC 18
These
are suggested target numbers. The
Ref may increase them based on the situation.
Don't bother rolling for simple tasks adjusted below DC 12.
Physical
Feat: Pick an
appropriate ability (or average of two) and add the bonus to the roll.
Examples: jumping (Str + Dex), force door (Str), snatching something out of mid
air (Dex), resist cold, fire, smoke (Con).
If appropriate, additional assisting characters may add +1 to the roll,
if they have a bonus in the ability.
Trained
Skills: Generally,
unless the character has the training, such as Piloting or Medic, they will not
have any reasonable chance of success.
Class
Skills of Other Classes: Characters may attempt skills such as Stealth using the same ability
bonuses, but will get no Class bonus.
Monster
and NPC Skills: If
there is a sudden need to determine for a skill, generally use 1/2 HD or 1/2
level as the bonus. If the monster or
NPC has a noted ability, add an ability bonus for that as well. Note that Stealth and Detection are always
rolled by the characters. Monster
abilities and skills modify the DC for the character's attempts.
Specific
Skill Notes
Stealth: Is the skill representing hiding
and sneaking. A successful skill check
is first needed to surprise attack under normal circumstances. For an ambush with more than one character,
the one with the LOWEST Stealth ability rolls for the group. However, each character with the Stealth
class skill in the group adds +1 to the roll.
The Stealth DC is generally 12, if the sneak has good conditions (bad
light, distracted, indifferent guards).
Against someone with the Detection skill, or has enhanced senses, or is
on heightened alert, set the DC at 18.
Detection
of Ambushes: The
character with the highest Detection skill rolls for the group. Each character with the Detection class skill
in the group adds +1 to the roll. If
successful, normal initiative is rolled.
If not, the attackers gain a free rd of action. The Detection DC would be generally 12, but
if the ambushers all have the Stealth skill, DC 18.
Detection
of Traps: The
character with the highest Detection skill rolls for the group whenever a trap
is encountered. Anyone else with the
Detection skill adds +1 to the roll. If
the group is actively searching for potential traps (at walking movement rate),
a successful check finds the trap before anyone has passed it.
If not
searching but a detection roll is made, either the first person in line has
stepped on the trap, but not yet set it off, or a random number of characters have
first stepped over it without setting it off, whichever is appropriate. A disarm trap attempt will need to be made to
stop the trap from going off. Whether
searching or not, a failed roll means the trap has gone off, either upon the
first person in line or a random character in line, whichever is more
appropriate. Figure the Detection DC at
12 for a fairly crude, average trap, DC 18 for well-hidden trap laid by a
master.
Find
(Secret Doors and items): These must be actively searched for for 1 turn in a small area or
room, 2 or more in larger areas. The character with the highest detection
chance rolls for the group. Anyone else
searching with the Find skill or at least +1 Int and + 1 Wis
bonuses adds +1 to the roll. Multiple
searches add +1 to roll up to +3 per day.
Figure the Detection DC at 12 for a fairly simple secret, average
secret, DC 18 for well-hidden secret created by a master.
MISCELLANEOUS
RULES
Buff
Spells, Anti-buff spells, and Potions: This refers to magical or artificial enhancements to
someone’s abilities. Only one may be in
effect at a time. Another buff or
anti-buff spell cast or taken upon someone already under the effect of a buff,
will simply cancel out both effects, regardless of the spells. For simplicity's sake, assume a buff taken
before combat or an action lasts for the encounter and ends after it is over.
Encumbrance
Assume
a carrying capacity of about 10 lbs. per Str point.
A
character is considered heavily encumbered if they are carrying over half of
their total capability.
Movement
For
lightly encumbered characters.
5'
movement in a combat round.
40'
walking in a round.
400'
walking in a turn.
4 miles
walking in an hour.
32
miles walking a day.
Characters
may sprint at 3x walking speed for 1 rd + Con Bonus. After that, they must rest/walk for rds = to
their Con Bonus before running again.
For longer distances, a character may run at x2 distance in an
hour. A DC 12 Con check is required
after the second hour, DC 18 after the third.
If the check is failed or after 4 hours, the character must completely
rest for the remainder of the day.
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