常用表格速查
成功/失败
基本技能值+加减值=实际技能值。掷3d6,如果低于或等于际技能值,则成功,其中实际技
能值与掷股值之差称为成功余数值。很多时候,需要比较双方的余数值来判断胜负。
• 掷股值为3或4总是重大成功。
• 如果角色实际技能值为15或以上,掷股值为5 是重大成功。
• 如果角色实际技能值为16或以上,掷股值为6 是重大成功。
• 掷股值为18 总是重大失败。
• 如果角色实际技能值为15或以下,掷股值为17为重大失败。
• 任何高于角色实际技能值10或以上的掷股值为重大失败。
远程攻击罚值
Speed/Range Size Linear Measurement
0 -15 1/5”
0 -14 1/3”
0 -13 1/2”
0 -12 2/3”
0 -11 1”
0 -10 1.5”
0 -9 2”
0 -8 3”
0 -7 5”
0 -6 8”
0 -5 1 ft
0 -4 1.5 ft
0 -3 2 ft
0 -2 1 yd
0 -1 1.5 yd
0 0 2 yd
-1 +1 3 yd
-2 +2 5 yd
-3 +3 7 yd
-4 +4 10 yd
-5 +5 15 yd
-6 +6 20 yd
-7 +7 30 yd
-8 +8 50 yd
-9 +9 70 yd
-10 +10 100 yd
-11 +11 150 yd
-12 +12 200 yd
-13 +13 300 yd
计算罚值方式如下:首先是距离,比如10码(1码约等于1米)外的汽车,罚值为-4;然后是速度,比如该车速度为6码/秒,则罚值为-3;最后为尺寸,比如该车长4码,则罚值为+2;总罚值-4-3+2=-5。
反应列表
0或以下:灾难性的。意味着NPC憎恨PC,而且会尽其所能加害PC。如:袭击、背叛、公开嘲笑或见死不救。
1至3:非常糟糕的。意味着NPC讨厌PC,并会伺机做不利于游戏角色的事情。如:攻击、提出极苛刻的交易条件等等。
4至6:糟糕的。意味着NPC丝毫不喜欢PC,一旦前者可从中获利,便会做以上列举的对PC不利的事情。
7至9:不太好的。意味着NPC不太喜欢PC。他可能在提供帮助前要求得到大笔好处或类似的事情。
10至12:一般的。意味着NPC对PC不感兴趣,并尽量避开。只要双方遵守程序,交易可以正常地、顺利地进行。
13至15:好的。意味着NPC喜欢PC,并会给予日常的、基本的帮助,会答应PC的合理要求。
16至18:非常好的。意味着NPC非常欣赏PC,态度非常友好,在大多数的情况下自愿提供帮助并
给予非常优惠的条件。
19或以上:极好的。意味着NPC被PC的风采倾倒,愿意尽其所能给予PC最好的帮助——甚至冒着失去生命或名利的危险。
姿势表
姿势 进攻 防御 对方远程 移动
站立 正常 正常 正常 正常/可奔跑
蹲伏 -2 正常 -2 2/3
跪者 -2 -2 -2 1/3
爬行 -4 -3 -2 1/3
坐着 -2 -2 -2 0
躺着 -4 -3 -2 1码/秒
姿势对于远程进攻没有影响。
攻击部位 如果你没有声明特别攻击某部位,则投3d6。如果你特意攻击某部位,则使用括号里的罚值。如果你特意攻击某部位而失败值仅仅为1,则你击中躯体。
Roll Location (Penalty)
– Eye (-9)
3-4 Skull (-7)
5 Face (-5)
6-7 Right Leg (-2)
8 Right Arm (-2)
9-10 Torso (0)
11 Groin (-3)
12 Left Arm (-2)
13-14 Left Leg (-2)
15 Hand (-4)
16 Foot (-4)
17-18 Neck (-5)
– Vitals (-3)
CRITICAL HIT TABLE
All doublings or triplings of damage refer to basic damage (before DR). In all cases, the target gets no active defense against the attack.
3 – The blow does triple damage.
4 – The target’s DR protects at half value (round down) after applying any armor divisors.
5 – The blow does double damage.
6 – The blow does maximum normal damage.
7 – If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury inflicted.
8 – If any damage penetrates DR, it inflicts double normal shock (to a maximum penalty of -8). If the injury is to a limb or extremity, that body part is crippled as well.
9, 10, 11 – Normal damage only.
12 – Normal damage, and the victim drops anything he is holding, regardless of whether any damage penetrates DR.
13, 14 – If any damage penetrates DR, treat it as if it were a major wound, regardless of the actual injury
inflicted.
15 – The blow does maximum normal damage.
16 – The blow does double damage.
17 – The target’s DR protects at half value (round down) after applying any armor divisors.
18 – The blow does triple damage.
CRITICAL MISS TABLE
3, 4 – Your weapon breaks and is useless. Exception: Certain weapons are resistant to breakage. These
include solid crushing weapons (maces, flails, mauls, metal bars, etc.); magic weapons; firearms (other than wheel-locks, guided missiles, and beam weapons); and fine and very fine weapons of all kinds.
5 – You manage to hit yourself in the arm or leg (50% chance each way). Exception: If making an impaling
or piercing melee attack, or any kind of ranged attack, only half damage.
6 – As 5, but half damage only.
7 – You lose your balance. You can do nothing else (not even a free action) until your next turn, and all your
active defenses are at -2 until then.
8 – The weapon turns in your hand. You must take an extra Ready maneuver before you can use it again.
9, 10, 11 – You drop the weapon. Exception: A cheap weapon breaks;
12 – As 8.
13 – As 7.
14 – If making a swinging melee attack, your weapon flies 1d yards from your hand – 50% chance
straight forward or straight back. Anyone on the target spot must make a DX roll or take half damage
from the falling weapon! Otherwise you simply drop the weapon.
15 – You strain your shoulder! Your weapon arm is “crippled.” You do not have to drop your weapon, but
you cannot use it, either to attack or defend, for 30 minutes.
16 – You fall down! If making a ranged attack, see 7 instead.
17, 18 – Your weapon breaks; see 3.