Sunday, July 24, 2011

Static Defenses, Movement

-Instead of requiring an additional action, characters roll defenses at the beginning of the round to defend against attacks. The first roll counts for the entire round.
IE: A stormtrooper shoots Thom. Thom rolls Dodge, and get a 16. The difficulty to shoot Thom for the rest of the round is 16.

Static Defense: You can choose to have a static defense of 3*Die+Modifier rather than an active defense. Thus, a dodge of 5d6 has a defense of 15.

2d6:7
2d6+1=8
2d6+2=9
3d6=10
3d6+1=11
3d6+2=12
4d6=14
4d6+1=15
4d6+2=16
5d6=18
5d6+1=19
5d6+2=20
6d6=21
6d6+1=22
6d6+2=23
7d6=25

Cheat Sheet:
Movement: Humans have a base move of 30.
You can move up to 30 feet without it counting as an action

Running:
Every character has a base move of 30. Every extra 30 feet has an additional running difficulty of +5
5=60 feet
10: 90 feet
15:120 feet
20:150 feet

Jumping
Roll Climb/Jump. The base difficulty is 5, which allows a character to jump 1/4 of his movement, Vertically and horizontally.
Every +5 increases the distance by 1 meter (3 feet).

For every 'move' the character spends, he gains a +5 bonus to jump. (IE, a human moving 30 feet receives a +5 bonus).

5:8 Feet
10: 11 feet
15: 14 feet
20: 17 feet