Core Rules

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Revision as of 22:47, 6 June 2023 by BioGuardAdm (talk | contribs)
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Ability Check

Roll equal or under an Ability score on 1D6 to succeed in any given action or activity.

1 = critical success. 6 = critical failure.

With Advantage roll 2D6 and keep the lowest number. Specialisms give PCs Advantage on relevant actions or activities. With Disadvantage roll 2D6 and keep the highest number.

Damage

Standard Success: 1 Hit + Weapon Score.

Critical Success: 1D6 + Weapon Score.

Most weapons carry a Weapon Score of 1. Heavy weapons carry a Weapon Score of 2.

Rapid fire weapons can be handled as follows: roll 2D6 with advantage per target or cartridge; if targets are in cover roll 1D6.

To react against an NPC or environmental event, PCs roll for a relevant Ability.

Against NPC attacks specifically, PCs roll Resistance or Speed (if applicable). Failures = Hit reduction (see table below).

Healing

When a PC reaches 0 Hits, they are incapacitated and will die in 1D6 rounds, unless they are revived by a successful PC Aid roll. A standard success restores 2 Hits, a critical success restores 1D6 Hits. Further healing can take place away from immediate danger, with appropriate medical attention and with time. A critical failure when aiding an incapacitated PC results in their immediate death.

Non Player Characters

NPCs vary depending on their type and importance. The following elements can be combined in any way, but are given here in their basic form, ranked by NPC Hits.

NPC Level Standard Damage
PC standard failure (Resistance or Speed)
Critical Damage
PC critical failure (Resistance or Speed)
Additional
2 Hits 2 3 PC Advatage on rolls
4 Hits 2 3 vz
8 Hits 3 1D6
16 Hits 1D6 1D6+1 PC Disadvantage on rolls
32 Hits 1D6+1 2x1D6 (and keep the highest) PC Disadvantage on rolls