Rules

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The following rules pertain to combat rules and such.

Bursts
-—————————Short——Long
Number Bursts ______3________1
Autofire Advantage_+1_______+3

Special Effect Attacks

Aim/Concentrate: Cost: 0 The attacker spends extra turns to improve his or her chances of hitting a target. Aiming allows you to “loan” up to 3 extra points (1 per turn) to your Attack skill for the final attack. You may take no other actions during these “setup” turns.

Cut Through: Cost: -3 The attacker sacrifices 3 skill points to concentrate a sword or melee weapon blow through an opponent’s parry or block. If successful, the parrying weapon or object is cut through and destroyed. A cut through used against a Martial Arts block will mean that the attack penetrates the block and does damage.

Disarm: Cost: -2 The attacker sacrifices 2 skill points to knock a weapons from an opponent’s hand.

Killing Attack: Cost: -5 The character sacrifices 5 skill points to cause a lethal attack. A successful hit results in the attack causing damage two levels higher than normal (from Light to Ciritcal, for example).

Stun Attack: Cost: -4 The character sacrifices 4 skill points to cause a stunning attack. The target is instantly stunned for as many turns as a 1 die roll (1d6).

Pain Hold: Cost: -1 The target may not move as long as the hold is applied. In addition, he or she takes Very Light damage during the first turn. Costs 1 skill point.

Haymaker: Cost: -2 This is a full out punch, raising a Hand attack’s damage by 2 points. Costs 2 skill points.

Entangle: Cost: -4 This skill allows the character to use any type of entangling weapon (such as whips, tentacles, nets, snares, etc.) to immobilize another person. The entangled person may not move or act unless a successful Escape Artist (Average) or AThletics (Hard) roll is made.May only be used with an entangling attack. Costs 4 skill points.

Pulled Punch: Cost: -1 By sacrificing 1 point, the character can reduce Melee damage to a desired amount.

Feint: Cost: -2 The character sacrifices 2 skill points to throw the target off balance. A successful feint gives the Attacker a +2 advantage in the next attack on that target.

Move Through/By: Cost: -2 A “ramming attack” allowing the user to hurl his body into the target for extra (+2) damage. Can be done as a glancing blow with continuing movement. Costs 2 skill points.

Combined Actions

*Actions *1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22

2 Actions N 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11
3 Actions N N 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7
4 Actions N N N 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5

Hit location Chart

1 – Head/Face
2 – Torso
3 – Right Arm
4 – Left Arm
5 – Right Leg
6 – Left Leg

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Rules

Dream Park Belwin