SYNDHAMMER ============ Syndicate-Hacked-Warhammer rule-hybrid with RIP magic and monster rules (c) Kalle Marjola 1995-96 Abilities: ========== Human Normal Limits STR Strength 3 2-4 END Endurance 3 2-4 TGN Toughness 3 3 SPD Speed/Agility 3 2-4 INT Intelligence 3 2-4 WIL Willpower 3 2-4 POW Power/Presence 3 2-n Ability test (stress): d6 + ability = 7+ for success penalties according to task Skills: ======= lvl 3 Skilled 5 Expert 7 Master Skills start normally at appropriate ability level when learned. Default is at -2 normally. Combat(WIL) No skill may be used at greater level than combat when life is threatened Melee(SPD) Skill to strike and parry in melee (see combat), must be spesicalized in some weapon, like Karate-2 Dodge(SPD) Training in dodging, maybe used to replace parry in melee. Reduced heavyly by encumbrance and very stressing. Defaults as SPD-1 Firing(WIL) Ability to hit with specialized ranged weapon type, like Pistol-5 Thrown(-) Skill to throw things accurately First-aid(-) Skill to bind wounds effectively (normal test per minute) Survival(END) Skill to survive in choosen terrain like winter forests, deserts, jungle, mountains etc. KS-(INT) Knowledge in choosen area, like plants, ancient Roman writings, New York sewers, Finnish goverment etc. Tracking(INT) Skill to identify tracks, make conclusions about them etc. Stealth(WIL) Pickpocketing and other dexterous manouvers and silent moving and hiding Physical(*) Skill to do choosen physical feat, like climbing (SPD), swimming(END) or weight lifting(END) Skill-test ---------- d6¹ + appropriate skill 7+ success ¹6 reroll at +3 (again and again) with minimum of 3 on each roll 1 reroll at -3 (again and again) with maximum of 4 on each roll Opposed test: (as number vs. other) reduce opposing number from skill etc. level before roll Combat ====== 1. Determine order 2. Do actions in in that order until combat is over Melee attack ============ Strike: ------- Skill test with attacking skill -x attacker wounded +1 advantegous position hit at normal 7+ unmodified 2 as last die: additional attack if previous hit All attacks may be parried or dodged if defender sees them coming. Parry: ------ Skill test with appropriate melee skill -x defender wounded +2 shield Strike is parried if roll is same or more than attack roll. Some damage may be still inflicted if attack was strong enough. (normal parry is -6 for damage) Dodge: ------ Dodge-skill test -x defender wounded -1.. burdened Strike is dodged if roll is same or more than attack roll. Multiple attackers: ------------------- -2 to parry/dodge for each additional Ranged attack ============= Skill-test vs. suitable weapon skill modifiers: +1..+3 aiming (max weapon accuracy) -1 per range step (if fast shot, range step is no more than 10 meters) -1..-3 moving target +1 large target (horse) +2 big target (car) -1 small target (child) -2 tiny target (cat) -2 multiple targets (each) -1..-3 firing at move Multiple shots at same target: ------------------------------ Max weapon rate shots may be fired; half that if aiming done. 5-9 shots +1 10-19 shots +2 20+ shots +3 Additional hit is caused by each range step over target number 7. (example: at close range, result 10 is 4 hits, but at range step 2, it is only 2 hits) Multiple targets: ----------------- -2 to hit per target over 1 (to all targets); otherwise normal rules (and multiple shots are allowed). No aiming is allowed. Action ====== During each player/creature action, one of the following may be done: Move MV meters and attack Move MV meters and throw thing/fire weapon Throw thing/fire weapon and load it (or vice versa) Damage ====== Roll d6 (open-ended as skillroll) + attack STR - target TGN Result is damage caused (ignore negative results) If damage caused in one hit is target TGN or more, target must success in END-test vs. damage at +4 or lose consciousness, and in such case, must then success in other similar test or die. Against non-living targets, TGN damage forces TGN-test with +5 or target is destroyed in with that one blow. Effects of damage: ------------------ END wounds causes -1 to all actions 2x END wounds causes -2 to all actions 3x END wounds results in coma/incapacitation 4x END is lethal/destructive Bleed: ------ Unbind wounds cause additional hits until binded. Armor: ------ If target has some kind of armor, it may give some protection against damage. First armor coverage roll is made, and if armor is hit, it's value is reduced from total damage. Also note that no scratches are inflicted by damage reduced to 0 or less. Damage reduction: ----------------- Some big things gain only half or similar damage. In such case, damage is divided in appropriate instance, but always after TGN reductions. Sudden death test is made before halving is that reduction is general (like big creature) Example: Half and -1 damage from Krunch: total krunch damage is halved and after that still reduced by one. Standard equipment ================== Melee weapons ------------- Weapon STR damage special ----------------------------------------------------------- Club/baton 2 K:STR-2 halved total damage Big bat/iron 3 K:STR-1 -1 total damage Dagger/knife - S/P:STR/2-3 Sword (1h) 3 S:STR-1 +1 armor Axe (1h) 4 S:STR-1 -1 melee to parry Spear 3 P:STR-2 STR: if user STR is below this, -1 melee per point below damage: K for krunch, S for slash and P for pierce. Slash causes most bleeding while krunch lightest. special: if damage is reduced because of non-lethality of attack, consciousness test must still be made against damage BEFORE reduction Thrown weapons -------------- Weapon range step damage special ---------------------------------------------------------------- Knife/dagger STRx2 P:STR/2-3 Axe STR S:STR-3 -1 to throw Javelin STRx3 P:STR-2 Min. damage 3 Rock (grenade) STRx3 K:STR/2-3 halved total damage range step: -1 to-hit per step, max 5x range step damage: -1 damage per 2 range steps beyond 1 (-1 at 3 etc.) Primitive missile weapons ------------------------- Weapon STR range step damage accuracy --------------------------------------------------------- Bow 3 30 P:2 0 Long bow 4 50 P:3 0 Crossbow 5 30 P:3 1 Heavy crossbow 7 40 P:4 1 STR: Strength needed to load, machines required otherwise range step: -1 to-hit per range step damage: -1 damage per 2 range steps beyond 1 (-1 at 3 etc.) accuracy: max bonus for aiming Modern bows may have +10 range step (better design) and/or +1 accuracy Fire-arms --------- range accuracy ----- -------- Pistol 10-20 pistol size 1 SMG 10-50 carbine/long SMG 2 Shotgun 10-40 assault rifle 2 Rifle 40-100 sniper rifle 3 damage ROF ------ --- small pistol 2 double action/pump 1 9mm pistol 3 semi-automatic 3 heavy pistol 4 assault rifle 10 5.56 4 -1 armor SMG/LMG 15 7.62 5 -1 armor When using firing skill, -1 for different firing weapon class, or -2 for bigger class difference (bow <-> pistol) Type range damage accur. ROF ammo -------------------------------------------------------------- 9mm pistol 15 3 1 3 12 H&K MP-5 40 3 2 12 15/30 AK-47 60 5 -1a 2 10 30 Special ammunition ------------------ AP -2 target armor, -1 total damage Dumdum +2 target armor, +2 total damage Armor ===== Armor coverage protection --------------------------------------------------- Kevlar Helmet head (1) 3/4/3 Steel Helmet head (1) 2/4/2 Kevlar Vest torso (3) 0/2/3 Kevlar Armor torso (3) 2/3/3 Leather Vest torso (3) 0/2/0 Chain Mail torso (3) 1/3/1 Plate Mail torso (3) 2/4/2 coverage: value in parentheses is coverage area (see below) protection: damage reduction against Krunch, Pierce or Slash and Firearms Other location coverages: Greaves 1 pt Bracers 0.5 pts Shoulder Pads 0.5 pts Hauberk 4 pts Full helmet 1.5 pts Armor coverage test: -------------------- Before combat all armor is categorized so that all armor of same type is in same group, and when creature is hit, test is made if hit strikes armor; if roll is same or less than total armor coverage, hit strikes appropriate armor. Example: Johan has steel helmet and kevlar vest, and his total armor coverage is: 1-3 kevlar 0/2/3 4 steel 2/4/2 5+ no armor CHARACTER CREATION ================== Characters in SyndHammer are made with points, with standard characters of 40 points. Abilities: level 2 -5 level 3 0 level 4 +8 Note: Toughness cannot be modified Skills: level 1-4 level level 5 +2 (total 6) level 6 +4 (total 10) level 7 +8 (total 18) Note: Some skills must be specialized. In such skills, specialization in other aspects of skill is so that with one point, same level as old specializations is reached. Example: Character has pistol-5; rifle-5 costs only 1 point, because of effect of pistol skill. Note2: Skills have appropriate abilities to determine basic level but these are NOT used in point-system generation. Specials: Points are given from various physical and psychological handicaps and reduced with some special traits. Mild physical/psychological handicap -2 (mild paranoia, claustrophobia, color-blind) Severe physical/psychological handicap -5 (severe phantasms, lost arm) Equipment: Availablity of equipment and money depends of the campaing. EXPERIENCE ========== Characters gain experience upon success, nice roleplay or for other reasons determined by GM. Experience is used to raise abilities and skill levels, and also to regain magic points (see magic) and for 'luck-rerolls' Improvement with experience: Experience is used as during character creation excpet for new skills, which cost 3 points to get to their default level. No skill or ability may be bought unless approved by GM. Disadvantages may be bought off if accepted by GM Luck rolls: In _addition_ to improvement vith exp., characters gain equal number of rerolls which can be used anytime dice is rolled and result is not desired. Choice of reroll must be approved by GM and he may make rerolls without asking for player's permission if need to. Total number of luck rolls is kept secret from player. MAGIC ===== New skills for magic use: Mana Control (WIL) Magic Way (INT) Spells (special, see below) And characters also have Mana (total number of mana available). Mana Control No more Mana than mana control may be used each combat turn or caster must success in Mana Control test at +5 vs. Mana used or mana is wasted and lost in spectacular effect Magic Way Character MUST take different skill for each major way (see RIP). This level is used as base for spells in that way. Spell Each spell must be learned separately, but cost only one development/experience point per spell skill-level. Spell skill level cannot be more than appropriate magic way minus spell level. Mana: ----- All spells require Mana, which must be first channeled for use; just before casting magician may drain any amount of Mana from his/her reserve to pool, but if total Mana drained during one turn is going to exceed Mana Control level, Mana control test vs. total mana drained at +4 must be made and if failed, Mana just drained is lost and no further attempts may be done during the same turn. All used Mana is lost forever, but unused is 'returned' to reserve with succesful Mana Control +3 test: failure means lose of Mana. Mana is bought with experience for 1 experience point for 2 points. In addition, as side effect of experience, lost Mana points are regained at the rate of 5 per experience point; this recover is bonus to normal experience effects. Mana CAN be channeled to negative reserve, but in such case d6 is rolled for each point after 0 is reached: 3-6 succesful (but -1 to spell test) 2 failure; spell wasted 1 failure; spell wasted and reserve maximum lowered by one Spells: ------- Spell categories are: Sorcery Standard spell; casting time 1 or more rounds, ranged unless otherwise stated. Effects are permanent. Enchantment Spell with some duration - may be permanent unless dispelled later. Range touch as default, casting time 1 or more rounds. Instant Very fast spell which may be casted _anytime_, even during other spell! Ranged unless otherwise stated. Ritual Spell with long casting time; range is touch and superior concentration is required. Ranged means that target must be within 20 meters and within sight, touch requires that caster touches target when spellcasting is finished. Casting a spell: ---------------- To cast a spell, magician announces her intentions and draws as much mana to her pool as wanted during his turn. Then, at the start of his next turn she may cast this spell providing she has enough mana in her mana pool and other requirements are met. After spell is cast, magician may immediately start a new spell or do other action; this casting do not use her turn. For spell to success, caster must success in test: (Appropriate) Magic Way at +4 vs. Spell Levelx2 +x Spell skill level -4 Spell is not learned (improvised casting - note that casting time is much longer) -x standard modifiers (health etc.) -1 per mana burning (under 0) -1..2 bad place to cast -2 no hand movements -1 per 2 X starting from 3 (3-4 -1, 5-6 -2 etc.) Casting requires sound! During casting, caster has no defence. If she wants to dodge (normal defence), she must make control test each time. If casting is interrupted with an dodge, succesful hit or by instant spell, caster must make Mana Control test to continue casting or spell and mana is lost. Modify roll by: -2 if caster is hit and damaged (in addition to possible penalties according to damage) Instant spell may be casted without previous casting period, as a response to any action (as could be missile weapons fired..) Countering: ----------- As an instant action, caster may try to counter spell targeted at her; it costs 1 mana (which must be first succesfully gained) and succesful (appropriate) Mana Way +3 vs. attacker's Mana Way to counter a spell. Note that there is more generalized and powerful counterspell in mental way.