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GM Screen - Interior

The document outlines various mechanics related to combat, including hit locations, weapon ranges, and injury recovery difficulties. It details action points, minor and major actions, and the effects of critical hits, weapon qualities, and hunger states. Additionally, it provides guidelines for damage effects, healing actions, and the impact of different weapon types on gameplay.

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0% found this document useful (0 votes)
13 views1 page

GM Screen - Interior

The document outlines various mechanics related to combat, including hit locations, weapon ranges, and injury recovery difficulties. It details action points, minor and major actions, and the effects of critical hits, weapon qualities, and hunger states. Additionally, it provides guidelines for damage effects, healing actions, and the impact of different weapon types on gameplay.

Uploaded by

zsemajox
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Hit Locations (p. 28) Weapon Range Difficulty (p. 28) Injury Recovery Difficulty (p.

Injury Recovery Difficulty (p. 35) Critical Hits and Injuries (p. 32) Weapons Qualities (p. 90) Hunger States (p. 191)
Action Points in Combat D20 ROLL HIT LOCATION RANGE TO WEAPON RANGE ACTIVITY DIFFICULTY
A critical hit occurs whenever a character suffers five or more damage in ƒ Accurate: If you take the Aim minor action before attacking with an Accurate weapon, STATE EFFECT
Encounters (p. 26) 1–2 Head TARGET Close Medium Long Extreme
Restful (no strenuous activity all day) 1
one hit (after reductions from DR).
ƒ
you may spend up to 3 AP to add +1 per AP spent to the attack’s damage.
Blast: Select a single zone you can see, and make the appropriate skill test to attack,
You’re full if you’ve eaten your
After an hour of being full,
During combat, you can spend Action Points to 3–8 Torso Close LOCATION EFFECT fill. You can’t eat any more food
+0 +1 +2 +3 with a basic difficulty of 2 (adjusted for range as normal). If you succeed, every crea- you become sated.
do the following: 9–11 Left Arm (same zone) Light (only a small amount of travel or similar) 2 You drop any object held in that hand, and the arm is broken or while full.
Arm ture (and other damageable target) in that zone suffers the weapon’s damage. If you
Medium Moderate (travel, but no combat) 3 otherwise unable to move. fail, your misplaced attack is less effective: roll only half the weapon’s to determine You’re sated if you’ve eaten
ƒ Buy d20s (1–6 AP): Buy bonus d20s for a 12–14 Right Arm +1 +0 +1 +2 After four hours of being
(adjacent zone) You immediately fall prone. You can no longer take the Sprint the damage inflicted to creatures in the target zone and ignore the weapon’s normal recently but you’ve still got room
test, before the dice pool is rolled, but after 15–17 Left Leg Heavy (travel and combat) 4 Leg sated, you become peckish.
action, and the Move action is now a major action for you. damage effects. for a bit more.
the GM sets the difficulty. The cost increases Long
18–20 Right Leg +2 +1 +0 +1 ƒ Close Quarters: A Close Quarters weapon is easy to use up-close, and suffers no After eight hours of being
for each die purchased: the first d20 costs 1 (2 zones)
You begin bleeding heavily. At the end of each of your subsequent You’re peckish if you’re ready for
Torso peckish, you become
AP, the second costs 2, and the third costs Minor Actions (p. 25) turns, you suffer 2 physical damage, ignoring all your DR. difficulty increase for being used when within Reach of an enemy.
your next meal.
3. No more than three bonus d20s may be Extreme You are momentarily dazed and lose your normal actions in your ƒ Concealed: A Concealed weapon is small, or otherwise easy to hide on your person. hungry.
+3 +2 +1 +0 ACTION DESCRIPTION
rolled for a single test, including any d20s (3+ zones) Head next turn (though you may spend AP for extra actions as normal). ƒ Debilitating: The difficulty of any skill test to treat injuries inflicted by a Debilitating You’re hungry if your stomach is After sixteen hours of being
from perks or traits. Re-roll 1d20 on the first attack roll you make this growling and you’re starting to hungry, you gain 1 Fatigue
Aim Increase the difficulty of all tests which rely on vision by +2. weapon increase by +1.
Damage Effects (p. 30) turn. feel a bit weak. and become starving.
ƒ Gatling: Ammunition is spent at ten times the normal rate by Gatling weapons.
ƒ Obtain Information (1 AP): Ask the Draw one item carried on your person or pick up an
gamemaster a single question about the
EFFECT DESCRIPTION Draw Item Major Actions (p. 26) ƒ Inaccurate: When making an attack with an Inaccurate weapon, you gain no benefit You’re starving if everything
object or item within your reach. For every day you are
current situation, based on your test. The For each Effect rolled, reduce the number of a target’s cover provides by 1, from the Aim minor action. reminds you of food and you’re
Interact with your equipment or environment in a ACTION DESCRIPTION starving, you gain 1 Fatigue.
GM will answer truthfully, but the answer permanently. If the target is not in cover, instead reduce the DR of the location Interact ƒ Mine: When a Mine is placed onto a surface and primed, it becomes a dangerous feeling weak and tired.
Breaking simple way. Assist You assist another character with their next test.
might not be complete. struck by 1, according to the damage type of the weapon—physical damage only object, inflicting its damage upon anyone who comes within Reach of it.
reduces physical DR, for example. Move Move up to 1 zone or stand from prone. Attack Make a melee or ranged attack.
ƒ Night Vision: When you Aim with a Night Vision weapon, you ignore any increase Thirst States (p. 191)
ƒ Take Additional Minor Action (1 AP): Take Chem Administer a dose of a chem that you are holding. If you have an allied NPC under your command, choose a in the difficulty of an attack due to darkness.
The attack hits one additional target within Close range of the primary target for
Take 1 additional minor action in your turn. Command an single major action for them to take. CHA + Speech (if the STATE EFFECT
You can only take a total of 2 minor actions
Burst each Effect rolled. Each additional target spends 1 additional unit of ammunition ƒ Parry: When an enemy attempts a melee attack against you, and you are wielding a
from the weapon. NPC NPC is a person), CHA + Survival (if the NPC is an animal), Parry weapon, you may spend 1 AP to add +1 to your Defense against that attack.
in a single round. Healing Actions in Combat (p. 33) You’re quenched if you’ve drunk as
or INT + Science (if the NPC is a robot).
If one or more Effects are rolled, the target suffers the weapon’s damage again at ƒ Recon: When you Aim with a Recon weapon, you may mark the target you aimed at. much as you can. After an hour of being
ACTION DESCRIPTION You focus on protecting yourself. Make an AGI + Athletics test Drinking more beverages while quenched, you become
ƒ Take Additional Major Action (2 AP): Persistent the end of their next and subsequent turns, for a number of rounds equal to the The next ally to attack that target may re-roll one d20 on their attack.
with a difficulty equal to your current Defense. If you succeed, quenched has no effect on your hydrated.
Take one additional major action on your number of Effects rolled. Attempt an INT + Medicine test, with a difficulty equal to the Defend ƒ Reliable: During each combat encounter, a Reliable weapon ignores the first compli-
add +1 to your Defense. For 2 AP, add an extra +1 to your thirst.
turn. Any skill test you must attempt is Ignore X points of the target’s DR for each Effect rolled, where X is the rating of number of injuries the patient has, increasing the difficulty cation you roll on a test to use that weapon.
Piercing X by +1 if you are trying to perform first aid on yourself. If Defense.
increased in difficulty by +1. You can only this damage effect. ƒ Suppressed: With a Suppressed weapon, the enemy do not notice the attack unless You’re hydrated if you’ve drunk
take a total of two major actions in a single First Aid you succeed, you can do one of the following: First Aid You try to quickly patch the wounds of yourself or an ally. After two hours of being
For every Effect rolled, the target also suffers 1 point of radiation damage. they are the target or they pass a PER + Survival test with a difficulty of 2. recently but still could drink more if
round. • Stabilize a dying patient sated, you become thirsty.
Radioactive This radiation damage is totaled and applied separately, after a character Pass You choose not to do anything. ƒ Thrown: A Thrown (C) weapon can be thrown, as a ranged attack with an ideal range desired.
• Heal Health Points equal to your Medicine rating
Add Extra Damage (1-3 AP): On a has suffered the normal damage from the attack. Make an END + Survival test with a difficulty of 0, and save of Close. A Thrown (M) weapon can be thrown, as a ranged attack with an ideal After four hours of being
ƒ • Treat one injury the patient is suffering from Rally You’re thirsty if you’ve not had
successful melee attack or thrown weapon any Action Points you generate. range of Medium. thirsty, you gain 1 Fatigue
For each Effect rolled, your attack inflicts one additional hit on the target. Taking the minor action allows you to administer the anything to drink in a while.
attack you can spend AP to add 1 per AP Each additional hit inflicts half the rolled damage (rounded down) and hits Describe a situation you expect to occur, and choose a major ƒ Two-Handed: A Two-Handed weapon must be held in two hands to be used effectively; and become dehydrated.
Spread Take Chem chem to yourself, or to a willing creature within your Ready attempting to attack with a Two-Handed weapon in one hand increases the difficulty
spent, up to a maximum of +3 for 3 AP. a random location even if a specific location was targeted for the initial reach action you will perform when it does. Every eight hours you
by +2. If you’re dehydrated, you may be
attack. Sprint Move up to two zones. spend dehydrated,
Unreliable: When you make an attack with an Unreliable weapon, increase the com- getting dizzy, suffering headaches.
If one or more Effects are rolled, the target cannot take their normal Perform a skill test for an action not covered by the other ƒ gain 1 Fatigue.
Test plication range of the attack by 1.
Stun actions on their next turn. A stunned character or creature can still spend actions.
AP to take additional actions as normal.
TM
Vicious The attack inflicts +1 damage for each Effect rolled. MODIPHIUS.NET
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