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00:14, 20th April 2024 (GMT+0)

References.

Posted by JeddakFor group 0
Jeddak
GM, 10 posts
Sat 18 Jul 2020
at 20:21
  • msg #1

References

ACTION TYPEDESCRIPTOR
ConflictThe main focus in an action scene. Conflict actions are normally used to make attacks. Conflict actions normally require attribute tests and characters may only have one Conflict action per turn.
FreeA Free action is used to accomplish a minor activity within a turn that does not warrant the use of a Conflict, Spoken or Movement action, such as moving anywhere within Near range (as long as there is no obstruction to your movement) or picking up an object. A Free action never involves an attribute test.
MovementA character takes this action during an action scene. A character can move to any point within away range.
SpokenWith this action, a character can use simple speech that requires little to no effort. Spoken actions never include attribute tests.

CONFLICT ACTIONS
 ATTACKINGDEFENDING
Melee-basedCunning + DaringDaring + Passion
ShootingCunning + ReasonDaring + Empathy
InsultsCunning + Passion or MightDaring + Passion or Might

DIFFICULTY
Simple (D0)Opening a slightly stuck door.
Researching a widely known subject
Hitting a stationary ranged target during rifle practice
Average (D1)Overcoming a simple lock
Researching a specialist subject
Shooting an enemy within a weapon's range
Challenging (D2)Overcoming a complex lock
Researching basic historical information
Shooting an enemy within a weapon's range in bad light
Daunting (D3)Overcoming a complex lock in a hurry
Researching obscure information
Shooting an enemy at Far range in poor light
Dire (D4)Overcoming a complex lock in a hurry, without proper tools
Researching historical information in a deserted ruin
Shooting an enemy at Far range, in poor light and a dust storm
Epic (D5)Overcoming a complex lock in a hurry, without proper tools, and in the middle of a battle
Researching historical information from the Time of Seas
Shooting an enemy at Too Far range in poor light and heavy dust storm

COUNTING SUCCESSES
 SuccessesExample
> Total Attributes0 SuccessesCunning(5)+Daring(4), roll 11
<= Total Attributes1 SuccessCunning(5)+Daring(4), roll 8
<= Lowest Attribute2 SuccessesCunning(5)+Daring(4), roll 4


DAMAGE ROLL (d6)
11 Damage
22 Damage
3No result
4No result
51 Damage + Effect
61 Damage + Effect


MOMENTUM SPENDEFFECT
Additional MovementSpend 1 Momentum to move an additional range between the character and a target if not hindered or blocked by another character or obstacle. Spend 3 Momentum to move an additional range between you and a target, ignoring any obstacles (characters in your way can still attempt to stop you).
CounterstrikeSpend 3 Momentum after defending in an opposed test to immediately take a Conflict action against the other character in an opposed test. You cannot Counterstrike a Counterstrike.
Create ObstacleFor each 2 Momentum spent, increase difficulty of another character’s action by 1. Cannot increase difficulty more than 3 steps.
Create OpportunityFor each Momentum spend, roll an additional d20 for test. You must spend Momentum before you roll.
Dispatch a MinionEvery extra point of Momentum spent when fighting minions will dispatch an additional minion.
Increase Quality of SuccessMake effect of success more dramatic or useful. Cost often varies with type and amount increase.
Increase Scope of SuccessMake effect of success affect more characters or a wider area. Cost often varies depending on how much the scope increases.
Obtain InformationSpend 1 Momentum to ask 1 simple question about a character, situation, or scene. Narrator must answer truthfully.
Reduce Time RequiredReduce normal time needed to accomplish a task. Cost varies based on circumstances and length of time reduced.
Roll Extra DamageAfter succeeding on an attack, but before you roll for damage, you can spend Momentum to roll extra combat dice. Each point of Momentum spent provides 1 bonus combat dice.
Send Their Weapon FlyingThree points of Momentum can send an enemy’s weapon flying to where an ally might get it. Two points might knock it to your enemy’s feet.

LUCK POINT SPENDEFFECT
Bonus d20For 1 point of Luck a player can add a bonus d20 that has already rolled a 1.
Preform an Additional Conflict ActionA player may spend 1 Luck point to gain one additional Conflict action. This may only be done once per turn.
Second WindA player may spend 1 Luck point to remove all stress from 1 stress track.
Overcome a WeaknessFor 1 Luck point a character may ignore the effects of all afflictions for a single Conflict action.
Influence the StoryA player may spend 1 Luck point to introduce a fact or add a detail to the current scene. If the detail is particularly important or gives a distinct advantage, more than one point may be needed.

THREAT
EFFECTCOST
Complication2 Threat
Danger1 Threat per d6 of damage.
Reinforcements, minion1 Threat
Reinforcements, monsterThreat equal to monsters menace rating.
Dividing the GroupThreat equal to the largest of the groups. 1 Threat per scene to maintain the split.
Seize Initiative1 Threat
Villain Using Luck3 Threat per Luck point.
Narrator Character to Win a Drawn Opposed Test1 Threat
Narrator Forces Character to Black OutNarrator must pay character 1 Luck point.
Character Voluntarily Blacks OutCharacter must pay all remaining Luck points. Character removes 1 affliction from all stress tracks in next scene.
Voluntary FailurePlayer failing pays narrator 1 Threat and gains 1 Luck point.


Weapon And Equipment Qualities
DISHONORABLE
Dishonorable weapons impact the renown of the character. Using such a weapon can lead to serious consequences such as censure from allies, loss of rank, and sometimes imprisonment or death. Weapons that break the standard of Martian Honor usually have this quality.
EXPLOSIVE
For each effect rolled the weapon inflicts an additional 1 damage to the Fear and Injury stress trackers. If the target does not have these stress trackers, each icon rolled deals 2 damage. The narrator can spend 1 Threat to force any character at Near range to the target to roll a (D2) test to evade the blast, or take 1 £ damage. Players using weapons with the Explosive quality can spend 1 Momentum to force a narrator character at a Near range to the blast to roll the same test.
FEARSOME
For each effect rolled the weapon inflicts an additional 1 damage to the Fear stress tracker. If the target does not have this stress tracker, it simply deals damage.
PSYCHIC
For each effect rolled the weapon inflicts an additional 1 damage to the Confusion stress tracker. If the target does not have this stress tracker, it simply deals damage.
QUIET
When you use a weapon with the Quiet quality, you gain 1 bonus Momentum to use on a test to keep your position hidden, providing you haven’t already been spotted.
SHARP
For each effect rolled the weapon inflicts an additional 1 damage to the Injury stress tracker. If the target does not have this stress tracker, it simply deals damage.
POISON
If a weapon is coated in poison, such as the venom of a sith, it gains the Fearsome and Dishonorable qualities. If poison is slipped into food or drink it does 2 £ of damage with the Fearsome quality. If a character is discovered to have used or is caught using poison, they suffer the consequences of using a Dishonorable weapon.

Damage Types
ConfusionFearInjury
AttributesEmpathy or ReasonAttributesDaring or PassionAttributesCunning or Might
AfflictionsMadnessAfflictionsTraumaAfflictionsWounds
Recovery Difficulty = D2 for Ally & D3 for Self
RecoverEmpathy + ReasonRecoverDaring + ReasonRecoverMight + Reason
Damage inflicted upon the mind is Confusion. It might be caused by complex tasks, impossible timelines, psychic attacks or even the fog of war. Confusion represents a character’s determination, and their ability to handle pressure, control emotions, and resist the hardships of life. Characters whose current Confusion is high are weary, less certain, and less able to cope with challenging situations. A character's maximum stress for Confusion is equal to the highest value of a character's Empathy or Reason.Damage inflicted upon the will is Fear. It might be caused by fear, doubt, panic, despair, and sudden shocks, such as a near miss with a blade. Fear represents a character’s bravery, willingness to take risks, and their ability to work through the risks inherent in a life of adventure. Characters whose current Fear is high are scared, easily frightened and less able to cope with challenging situations. A character's maximum stress for Fear is equal to the highest attribute between Daring and Passion.Damage inflicted upon the body is Injury. Blades, radium bullets, or exposure to dangerous substances (such as acids) might cause damage. Injury represents a character’s endurance, stamina, and ability to ignore minor injuries such as cuts, scratches, bruises, and abrasions. It also represents the ability to avoid serious injuries. A character with high Injury is tired and unable to avoid serious harm. A character's maximum stress for Injury is equal to the highest attribute between Cunning and Might.
Afflictions
If a sufficient amount of Confusion is inflicted, the afflictions are called Madness. Madness increases the difficulty of attribute tests using Empathy or Reason. A character suffering 4 Madness is barely coherent, overwhelmed by fears and doubts. A character suffering 5 Madness counts as blacked out and is either catatonic or fleeing as best they can.If a sufficient amount of Fear is inflicted, the affliction is called Trauma. Traumas increase the difficulty of attribute tests using Daring or Passion. A character suffering 4 Traumas is barely coherent, overwhelmed by fears and doubts. A character suffering 5 Traumas counts as blacked out and is either catatonic or fleeing as best they can.If a sufficient amount of Injury is inflicted, the afflictions are called Wounds. Wounds increase the difficulty of attribute tests using Cunning or Might. Characters suffering 4 Wounds are so badly injured that they are barely capable of moving. A character that has taken 5 Wounds counts as blacked out and is unconscious or writhing in agony.
Recovery
When attempting to recover their Confusion during battle or treat their Madness naturally, characters should use an Empathy + Reason attribute test. The same test is used to assist an ally in recovering from Confusion or Madness.When attempting to recover their Fear during battle or treat their Traumas naturally, characters should use a Daring + Reason attribute test. Characters attempting to assist with the Traumas or Fear of an ally should generally use Daring + Reason.When attempting to recover their Injuries during battle or treat their Wounds naturally, characters should use a Might + Reason attribute test. Characters attempting to assist in the recovery of an ally should use Empathy + Reason.
Afflictions are suffered when:
  1. 5 or more damage is inflicted at once.
  2. The target’s stress track is filled.
  3. The target takes damage with a stress track that is already full.
Characters are incapacitated at 4 Afflictions of the same type (unable to take any action without spending Luck) and blacked-out at 5 (Wounds = death, Trauma = destroyed confidence, Madness = insane)  Monsters menace rating indicate how many Afflictions they can withstand
This message was last edited by the GM at 13:14, Sun 07 Mar 2021.
Jeddak
GM, 121 posts
Threat: 5
Sat 20 Feb 2021
at 22:25
  • msg #2

Measurements on Mars

Barsoomian Distances
 MeasureImperialMetric
Sofad10 sofs11.694 inches0.2967 m
Ad10 sofads9.7 feet2.97 m
Haad200 ads1,949.05 feet594.07 m
Karad100 haads36.92 miles59.407 km


Barsoomian Time
 MeasureEarth Equivalent
Tal .89 seconds
Xat200 tals2 minutes, 57.7 seconds
Zode50 xats2 hours, 28 minutes, 4.8 seconds
Padan10 zodes1 Barsoomian day
Teean67 padans1 Barsoomian month
Ord10 teeans1 Barsoomian year

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