Healing and Recovery Limits
Regeneration and magical/supernatural fast-healing abilities can be a powerful tools, especially if a being manages to recover multiple times their constitution in a turn for the truly human. This limits the total amount of regeneration available in a single day to 2 times the total life points of the character. Obviously, those with recovery per hour do not have this applied. The limit is due to the amount of energy/mass needed to create new regrow muscle, bone, and organs. After recovering, the regenerator must then eat and rest a good deal to regain its full regenerative capability. Healing spells and abilities are all well and good, but when used on others, the mind is needed to prevent additional maladies. Complex injuries such as missing or broken bones require a Doctor + Intelligence roll to properly re-grow and mend what is lost and ensure it does not heal badly.
Doing so can leave a restored limb crippled. Further, a character can only be healed once per level of constitution per week. Exceeding that requires a constitution roll at -1 per time beyond the limit the character has been healed. Failure indicates the cells in the healed portion have been damaged and now replicate uncontrollably. This is also known as cancer.
If a character has the Dual Form Drawback, an optional rule may be put in place. The transforming character, if they have greater life points in one form than another, can revert to their weaker human form, be reduced to 10 life points despite their current life point total, and suffer a -2 to all actions. They also lose the ability to use Ki, Magic, or transform again until they've rested for a day or two.
Sensing supernatural auras are tricky things to track, but it can be done at ranges. This is generally done over 3 ranges: Short, Medium, and Long, with similar range penalties as those found in firearms. The ranges depend on the Perception of the entity doing the sensing. This number is multiplied by 5 to determine the short-range; multiplied by 10 for the medium range and 20 for long-range. The final number is rendered in Yards. Levels of magic or innate magic can be substituted for the Perception attribute if it is truly low. Perception and Notice are still the skills involved in locating these things, and it, like hearing, acts as they are a 360-degree sense. However, there are simple steps that can be done to hide the aura. Just because it’s in range doesn’t mean it’s automatically sensed, or any detail is conveyed (unless the character has an accompanying sense to convey that information). With a Willpower and Magic roll (or appropriate skill such as Ki, Heat, etc.), the character can hide their aura. Pinpointing a character through their aura uses Magic (or the appropriate skill) and Perception to locate them and read how strong they are. This derives either from their combat score, Brains score, or their Magic/Ki/Highest Combat-oriented roll base +6 + any levels of either Occult Library or Martial Travels (as what you know has a great effect on how well you can fight, but only when at least half the possible spells/abilities are learned, otherwise lesser totals are used). The roll to reduce the presence of the character subtracts the success levels from the Roll. They are still ‘sensed’ but only in the vague area of the cardinal direction.
The stronger a character is, the easier they are to spot. And unless the character is within Short range, they won’t be picked up without a roll casually.
If the character is still spotted despite the suppression, the spotter needs to beat their roll to suppress to see their true power. If they fail, the character appears to have an appropriate score dependent on how much they wish to suppress their auras. Total suppression renders the result a 10.
How a character reacts to what they see is based largely on how strong they are compared to what they are sensing. The base for this table is either the (effective) combat score (+ levels of (active) Martial Travels) or Magic score (+ levels of (active) Occult Library), depending on which is being sensed, of the sensing character and use the success levels to determine the difference. Comparing between the user and the target determines the reaction along these lines.
Beyond and below these notes are variations of the last and first entries, with varying degrees of pants wetting, mockery, and references to old internet memes.
There are other ways of ranking these things as well. One can make an average of the aura (a mage would use Willpower + Occultism + Levels of Magic + levels of Active Occult Library; a Ki warrior would use Dexterity + Ki + Levels of "Active" Martial Travels) + 6. Then you look at the net success levels and apply whatever formula you wish to describe one’s power. One can apply various names to the types of fighters (Beginner, Novice, Disciple, Expert, Master, S-Class Master), Assign letter values to them (E through A, then AA, AAA, S, SS, SSS, adding + and - to expand it further or note special aspects of the fighter), then apply the above table to the comparison to see how the two can treat each other.
What is meant by levels of "Active" martial travels/occult library? Well, it's all a matter of what moves/spells they already know compared against the moves/spells they can learn. "Active" means we go with the former.
The aura of a character can also be used offensively. Using Willpower + (appropriate skill - Ki, Occultism, Kung Fu, etc.) + (anything that boosts that skill, from Magic to the aforementioned occult library), the character can create an air of terror about themselves to intimidate those around them. This is resisted as a fear test, but with the difference between the successes determining the fear effect. Though, under physical effects, it is highly possible to be physically bowled over by the release of energy.
In ship to ship combat, things blow up. Power surges travel across the hull and can end up right in someone’s face. Whenever a section of the ship is damaged (as per All Tomorrow's Zombies rules), roll a d10, assigning each PC and NPC on the bridge a number. If their number comes up, the console in front of them explodes. They can attempt to get out of the way to half the damage, but they're going to be in a world of hurt. The damage from an exploding console is 20 Bash and 20 Fire damage.
Transporters are...interesting to say the least. The implications of the transporter as displayed and used in Star Trek are actually quite frightening. It molecularly destroys the target and effectively recreates an up-to-the-second clone of the person at the desired location. Unintentional copies created by transporters are known to have been created. The philosophical implications of this...well, let's just say I wouldn't put Angel through one unless you wanted Angelus to return.
More scientifically, though, dense materials, radiation, objects of large size, sensor jamming, and shields can either inhibit or outright block transporters.
Even bad weather can block some transports, so be careful!
Technology Creation as Spell Creation
There are a few rules taken from gadgeteer's creation in Pulp Zombies, but there are some differences. In addition to drawing on the technology level outlined elsewhere:
1. All items have a -1 to their cost due to their existence outside the normal parameters of a quality (and the ease of loss/disarmament). This does not negate others from using it.
2. The size of the item may increase or reduce the cost of the quality. A handheld item adds +1 to the cost. A tiny item adds +2. Items the size of a briefcase are the norm. Items that require either 2 hands and a strong back or harness or backpack to hold that are not armors subtract 1 from the cost. Items that cannot be carried subtract 2 from the final cost.
Such items need Mr. Fix It, Science, or Computers of 5 or more to create, unless one is from a high-end technological society. If it is an Enchanted Item, these rules go largely unchanged. Though Occultism can be substituted for Science or Computers depending on the item. Mr. Fix-It is always useful. But Magic adds its standard bonus, making it a lot easier.
Starships, Power Armor, and Mecha have their own systems because of just how complex they are.
Aerial Move – This describes a wide variety of high-flying pro-wrestling maneuvers. These use Dexterity and Acrobatics to hit. Many of these moves use the ring to their benefit (pick up Zombie Smackdown to find out how elevation can aid or hinder). Most deal 2 x Strength damage in the ring. As Pro-Wrestling attacks, they can gain increased damage based on the surfaces involved. The damage multiplier is increased by +1 on semi-hard surfaces (dirt, sand), and +2 on hard surfaces (cement, the street, rocks).
Block – This maneuver can be used as an alternate to dodging, for big guys and tough folks who can't move that well. This maneuver uses Strength and either Kung Fu or Getting Medieval (depending on whether the person is blocking their body with their arms or a shield) and grants the blocking character 1 level of armor per SL against bash (this halves against slash/stab) to for that turn, but it ends all other defense actions that turn. As such, a character with 2 defense actions can dodge then block (even on the same maneuver if they won initiative over their opponent), but if they choose to block, that is all they can do.
Cheap Shot – Another specialized pro-wrestling attack to hit a weak point. This uses Dexterity and Crime because the referee cannot see you do them or you’ll be warned/disqualified. These include groin shots of any kind (same modifiers apply to the hit, but the flat roll allows you to get away with it without a modifier), choking, raking/thumbing the eye (-3 to hit and blinds them for1 turn per SL) and scraping with the boot (2 x Str. damage). Pro wrestlers can also use the crime skill is also used for sneaking in weaponry, as well as striking them with it unnoticed, and using the ropes for leverage during a pinfall attempt (+1 per SL bonus).
Driver – Driving someone’s head into the ground hurts a LOT. These use Dexterity and Sports to hit and deal either 2 x Strength damage or 3 x Strength damage. Those that deal 3 x Strength damage are done at a -1 penalty or require a simple Strength test to perform (if the target is of normal human weight). Drivers use the floor to do damage, so they receive modifiers based on floor composition. Because it relies on contacting the ground, the damage multiplier can be changed depending on where it’s done. This covers a wrestling ring and similar ‘softer’ bases. The damage multiplier is increased by +1 on semi-hard surfaces (dirt, sand), and +2 on hard surfaces (cement, the street, rocks).
Heroic Dive – Protective maneuvers for other players. The Heroic Dive uses Dexterity and Acrobatics to 'hit' and intercedes (if the character is fast enough, or its dramatic enough) a blow aimed at the target. They need to match or beat the hit of the attacker to intercede properly, and when damage is resolved, the attacker has a +5 to his attack roll--so it's going to hurt. This is a surefire way to earn yourself a Drama Point, but you'll need it for "I think I'm okay" almost immediately (unless you're a tank). Shouting "NOOOOOO!" at the top of your lungs is optional.
Heroic Tackle – A Heroic Tackle is a little saner. It similarly resists the attack but uses Strength and Kung Fu to hit. It has two fail possibilities. If the Tackle is not high enough to beat the attack, then the target is hit anyway (and the target takes (Strength) damage from being tackled as well). If the Tackler's tackle is less than the attack +3, the Tackler is hit with the attack.
Pro Wrestling Hold – Holds are performed with Strength and Kung Fu, or Dexterity and Kung Fu, whichever is greater, and deal Strength damage for each round they are held. The one being held can resist by rolling Strength (doubled) against either Strength or Dexterity (Doubled). Sleeper holds deal only SL damage per turn, but if they are held for (5 x target’s constitution) turns, they pass out.
Slam – Slams require a simple strength test to perform on normal human-sized targets (based on their weight). They all deal 2 x Strength damage and use Dexterity and Sports to hit. Because it relies on contacting the ground, the damage multiplier can be changed depending on where it’s done. This covers a wrestling ring and similar ‘softer’ bases. The damage multiplier is increased by +1 on semi-hard surfaces (dirt, sand), and +2 on hard surfaces (cement, the street, rocks).
Suplex – A Suplex uses Strength and Sports to work and all deal 2 x Strength damage, as well as knocking the target prone for at least one action. This covers a wrestling ring and similar ‘softer’ bases. The damage multiplier is increased by +1 on semi-hard surfaces (dirt, sand), and +2 on hard surfaces (cement, the street, rocks).
A weapon is usually seen as having one main method of use, but those truly skilled with a weapon can and will attack with a weapon in odd ways.
Primary Attack – This is the maneuver as normally printed for any weapon. This attack is either a Slashing or a stabbing motion and it should be thought of in those terms (IE: Slash/Stab vs. Bullet). A Rapier stabs, while a Claymore slashes on their primary. Blunt weapons continue to do blunt damage, but do obey the primary/secondary attacks rule.
Secondary Attack – This is the reverse of the Primary Attack. Slashing with a Rapier or stabbing with a Claymore is unexpected and, while it does less damage overall, is easier to strike with. This attack receives a +1 bonus to hit, but the damage multiplier is reduced by 1 (IE: 5 becomes 4, 4 becomes 3, etc.). On a character sheet, it is best to call these two primaries "Slash" or "Stab" depending on the motion taken.
Tertiary Attack – Also called a “Pommel” attack. Usually, because it hits with the guard or butt of a sword or similar weapon. It only deals 2 x (Strength+1) damage (Bash) unless there are additional pointy bits down there. After a successful parry or in a grapple, this attack receives a +2 bonus, otherwise, it is at a -1 against a person with a weapon due to the awkward angle normally given.
Riposte – After a successful Parry (3 SL or more), the defender may attack the target at no multi-action penalty.
Corps-A-Corps – This uses the guard of the weapon to hook an opponent’s weapon and pull it away. If successful, like Riposte, it can allow for an immediate follow-up attack. If there are more than 2 success levels between attacker and defender, the defender is disarmed. This action is taken at a -2 penalty and can only be attempted in close quarters with a weapon with the appropriately large guards to provide leverage.
Cripple Limb – Just to spell it out from the rules, a limb is at a -3 to hit and it is disabled when it deals is over 1/3rd the total life points in damage.
Minor Attack – A quick cut or thwack with the weapon delivered with the flick of a wrist. Not all weapons can do this (they have to be light and flexible, or the user rather super-human), but they deal (Multiplier) damage to the target. It cuts them or bruises them depending on the type of weapon, but unless it's made of fire, the damage is flat. This attack has a +2 to hit.
Blade Thrust – This maneuver has the attacker grab the sword blade with a gloved hand (to protect them from the cutting edge) and deliver a greater thrust to the target. This maneuver is done at a +1 to hit and adds +1 to the attacker's strength. This can only be done with a thrusting attack but leaves the attacker vulnerable to parry (-1 to resist Parry) and disarmament (-1 to resist). Obviously, this only works with swords and similar weapons.
All Out Assault – For when you really, REALLY want to kill something. The user of this maneuver pilots their vehicle/machine/mecha towards the foe and fires a round from everything in their arsenal at once. Not every mech can do this--it requires dexterity of 3 or more to even attempt this. This maneuver has base damage equal to 1/2 the base damage of each weapon available, added together (rounded down). This includes the mech's fists and feet. Weapons with a radius greater than the mech being targeted cannot be employed. The damage does not have any modification, but it is considered Armor-Piercing regardless of the material being used. It is done with a Dexterity and Piloting task at -5. This is the only action that can be taken in a turn, and the roll to attack also counts as its defensive action. It eats one round of ammunition (or 5 from automatic weapons) from each weapon employed.
This move can be used in tandem with another mech. In such cases, the maneuver is even more difficult to perform (an additional -2 for each additional mech in the formation) and the joining mech adds 1/2 their All-Out Assault damage to the base of the main attacker. If a third mech is involved, they add 1/4th their All-Out Assault damage. The other mechs suffer a loss in ammunition, but otherwise are uninvolved in the actual rolling beyond a simple Piloting roll to make sure they do not screw it up. The lead mech rolls the maneuver as described to bring the hurt down on their enemy.
The other mechs in the formation do not lose actions for their involvement in this maneuver but do suffer a -2 to other actions taken in that turn due to the complexity of some of these maneuvers. They may perform this maneuver themselves after their ally has done so--but only directly after they have done so. This maneuver can be used only 4 times singularly and 4 times in tandem, unless any weapon runs out of ammunition first. Being refueled and re-armed resets this number back to 4.
A staple of shonen fighting series, when a hero seems down for the count, the other characters begin to cheer him or her on. This has two possibilities. If only one person cheers the hero/heroine on, it allows them to each spend 1 Drama Point to let the hero engage in "Fighter's Drive" (which is mechanically the same as Righteous Fury, but not as angry or "Right"). If a group does it, it grants the Hero/Heroine 1 use of Heroic Feat per person based on the number of Drama Point carrying characters cheering him or her on, each of them spending a Drama Point. If the fight concludes before the Heroic Feats are all used, they are lost.
A Variant of 'Back from the Dead' but used by other characters to bring back a friend who didn't have enough Drama to rise again on their own. It costs 7 Drama Points and must be done by a character with a deep personal connection to the apparently deceased. They then need to give a great, lamented speech about the deceased and their connection to them (hint: an opportunity for good character development and Drama Point earning). At the end (or just before the end), suddenly--the lamented appears alive and well! Jokes and hugs fly and things become happy. Obviously, this cannot be done in combat. This only really works in more light-hearted games. In more horrific games, it just doesn't work.
This is like a plot twist, but more limited and specific. It allows the player to do a weird trick or stunt with their powers to get them out of a bind or get a hit on a tricky opponent. This could mean making a parachute out of webbing, deflecting an attack off something to strike a foe from the back, or, well, whatever they can think of. Like a plot twist, it costs 1 Drama Point, and it can only be used once per session. If the player tries to repeat the stunt and they haven’t bought the related qualities for it, the cost doubles. This occurs each time they try it after the first.