Tag: Rules

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  • Instant Kill

    If the character obtains a natural 20 in the critical confirmation roll, they gain an additional attack roll that allows them to possibly kill the target instantly. This third attack roll is called “Instant Kill Roll” and the character has the possibility …

  • Critical Failures

    *Critical Failure* When a character obtains a natural 1 in the attack roll it is considered a critical failure, also known as “fumbles”. Such attacks automatically fail, regardless of how high the attack bonus is. These fumbles also have additional …

  • Attacks of Opportunity

    The melee combat rules assume that combatants are actively avoiding attacks. Even if a character does not move on the battlefield, they doing their best to avoid incoming blows by dodging. Sometimes, however, a combatant lets their guard down. In this …

  • Special Attack Actions

    Any character can also perform one of the following special actions that provide bonuses and penalties when attacking: *Aiming* You look down the weapon’s sights, paying attention to who cross it. This makes your shots more precise, but slows you …

  • Movement Position and Distance

    Few characters in a fight stand around motionless. Enemies appear and charge the party or maneuver for better position and cover. Movement is an important element for gaining the upper hand on the battlefield and very important to help dodge bullets and …

  • Flanking

    *Melee:* When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character friendly to you on the opponent’s opposite border or opposite corner. When in doubt about whether two friendly characters flank an opponent …

  • Injury and Death

    Hit points measure how hard a creature is to kill. No matter how many hit points lost, a character isn’t hindered in any way until their hit points drop to 0 or lower. *Loss Of Hit Points* The most common way for a character to get hurt is to take …

  • Cover

    Cover is assessed in subjective measurements of how much protection it offers. The GM determines the value of cover. There are four degrees of cover a character can benefit from, Soft Cover, Partial Cover, Full Cover, and Total Cover. Cover, in …

  • Concealment

    Besides cover, another way to avoid attacks is to make a characters location difficult to pinpoint. Concealment encompasses all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker’s accuracy. …

  • Helpless Defender

    *Helpless Defenders* A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy. *Regular Attack* A helpless character takes a –4 penalty to AC against melee attacks, but no penalty to AC against …

  • Damage

    When an attack succeeds, damage is dealt. The type of weapon used determines the amount of damage. Damage reduces a target’s current hit points. *Minimum Damage:* If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage …

  • Saving Throws

    As an adventurer, you have more to worry about than taking damage. You might also have to face long-range bombardments, venomous alien beasts, or the charms of a local girl. Luckily, a tough adventurer can survive these too. Generally, when you are …

  • Critical Hits

    In every combat, those involved have the possibility of delivering powerful, and sometimes deadly, blows to their adversaries. They also have the possibility of failing an attack so badly that they end up doing something worst such as losing their weapons …

  • Actions in Combat

    The fundamental actions of moving, attacking, and using abilities cover most of what you do in a battle. They are described here. Other, more specialized options are covered later in [[Combat Maneuvers | Combat Maneuvers]] and [[Special Initiative Actions …

  • Combat Maneuvers

    This section covers grappling, throwing splash weapons (such as grenades or chemicals), attacking objects (such as trying to force open a cargo crate), and an assortment of other special attacks. *[[Aid Another | Aid Another]]* *[[Bull Rush | Bull …

  • Aid Another

    In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend with 1 action …

  • Bull Rush

    You can make a bull rush with 1 action (an attack) or as part of a Charge (see [[Special Attack Actions | Special Attack Actions]]). You can make a bull rush as an action or as part of a charge, in place of the melee attack. You can only bull rush an …

  • Disarm

    In a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt to disarm while unarmed, you end up with the weapon in your hand. If you’re …

  • Grapple

    Grappling means wrestling and struggling hand-to-hand. It’s tricky to perform, but sometimes you want to pin foes instead of killing them, and sometimes you have no choice in the matter. *Grapple Checks* Repeatedly in a grapple, you need to make …

  • Skills

    Skills represent some of the most basic and yet most fundamental abilities your character possesses. As your character advances in level, he can gain new skills and improve his existing skills dramatically. This section describes each skill, including …

  • Bluff

    (Charisma Based Skill) Check: A Bluff check is opposed by the target’s [[Sense Motive | Sense Motive]] check when trying to con or mislead. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can work …

  • Computer Use

    (Intelligence Based Skill) *Check:* Most normal computer operations don’t require a Computer Use check (though a character might have to make a [[Research | Research]] check). However, searching an unfamiliar network for a particular file, writing …

  • Concentration

    (Constitution Based Skill) *Check:* A character makes a Concentration check whenever he or she may potentially be distracted while engaged in some action that requires his or her full attention (such as making a [[Disable Device | Disable Device]] or …

  • Craft

    (Intelligence Based Skill) This skill encompasses several categories, each of them treated as a separate skill: Craft (chemical), Craft (electrical), Craft (mechanical), Craft (pharmaceutical), Craft (structural), Craft (visual arts), and Craft ( …

  • Demolitions

    (Intelligence Based Skill; Trained Only) Check: Setting a simple explosive to blow up at a certain spot doesn’t require a check, but connecting and setting a detonator does. Also, placing an explosive for maximum effect against a structure calls for a …

  • Diplomacy

    (Charisma Based Skill) Check: A character can change others’ attitudes with a successful check (see the table below. In negotiations, participants roll opposed Diplomacy checks to see who gains the advantage. Opposed checks also resolve cases where two …

  • Disable Device

    (Intelligence Based Skill; Trained Only) Check: The GM makes the Disable Device check so that the character doesn’t necessarily know whether they have succeeded. *Open Lock:* A character can pick conventional locks, finesse combination locks, and …

  • Escape Artist

    (Dexterity Based Skill; Armor Penalty) Check: Make a check to escape from restraints or to squeeze through a tight space. |_.Restraint|_. DC| |Ropes| Opponent’s Dex check +20| |Net| 20| |Handcuffs| 35| |Tight space| 30| |Grappler| Opponent’s …

  • Forgery

    (Intelligence Based Skill) Check: Forgery requires ma­terials appropriate to the document being forged, and some time. To forge a document the character needs to have seen a similar document before. The complexity of the document, the character’s …

  • Gamble

    (Wisdom Based Skill) Check: To join or start a game, a character must first pay a stake. The character sets the purchase DC of the stake if he or she starts the game, or the GM sets it if the character joins a game. Stakes run from penny-ante (purchase …

  • Gather Information

    (Charisma Based Skill) Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks, a character can get a feel for the major news items in a neighborhood. This result assumes that no obvious reasons exist …

  • Handle Animal

    (Charisma Based Skill; Trained Only) Check: The time required to get an effect and the DC depend on what the character is trying to do. |_.Task|_. Time|_. DC| |Handle an animal |Move action| 10| |“Push” an animal|Full-round action| 25| |Teach an …

  • Stealth

    (Dexterity Based Skill; Armor Penalty) You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. *Check:* Your Stealth check is opposed by the [[Perception …

  • Intimidate

    (Charisma Based Skill) Check: With a successful check, a character can forcibly persuade another character to perform some task or behave in a certain way. A character’s Intimidate check is op­posed by the target’s Will Saving Throw. If the character …

  • Investigate

    (Intelligence Based Skill; Trained Only) When you look around for clues and make deductions based on those clues, you make an Investigation check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of …

  • Perception

    (Wisdom Based Skill) Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. Check: Perception has a number of uses, the most common of which is an …

  • Knowledge

    (Intelligence Based Skill; Trained Only) This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. Check: A character makes a Knowledge check to see if the character knows …

  • Profession

    (Wisdom Based Skill) Check: A character makes Profession checks to improve their [[Wealth System | Wealth]] bonus every time they attain a new level. The DC for the check is the character’s current [[Wealth System | Wealth]] bonus. If the character …

  • Perform

    (Charisma Based Skill) This skill encompasses several categories, each of them treated as a separate skill. These categories are identified and defined below. Check: The character is accomplished in some type of artistic expression and knows how to …

  • Navigate

    (Intelligence Based Skill) *Check:* Make a Navigate check when a character is trying to find their way to a distant location without directions or other specific guidance. Generally, a character does not need to make a check to find a local street or …

  • Ride

    (Dexterity Based Skill) Animals ill suited as mounts provide a –2 penalty on their rider’s Ride check. Check: Typical riding actions don’t require checks. A character can saddle, mount, ride, and dismount without a problem. Mounting or dismounting …

  • Research

    (Intelligence Based Skill) Check: Researching a topic takes time, skill, and some luck. The GM determines how obscure a particular topic is (the more obscure, the higher the DC) and what kind of information might be available depending on where the …

  • Repair

    (Intelligence based skill; Trained Only) *Check:* Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to …

  • Sense Motive

    (Wisdom Based Skill) Check: A successful check allows the character to avoid being bluffed (see the [[Bluff | Bluff]] skill). Sense Motive does not, however, allow a character to determine whether a given statement is a lie. The character can also use …

  • Sleight of Hand

    (Dexterity Based Skill; Trained Only; Armor Penalty) Check: A check against DC 10 lets a character palm a coin-sized, unattended object. Minor feats of sleight of hand, such as making a coin disappear, also have a DC of 10 unless an observer is …

  • Linguistics

    You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. *Learn a Language* Whenever you put a rank into this skill, you learn to speak …

  • Survival

    (Wisdom Based Skill) Check: A character can keep themselves and others safe and fed in the wild. |_.DC|_. Task| |10| Get along in the wild. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed …

  • Treat Injury

    (Wisdom Based Skill) Check: The DC and effect depend on the task attempted. *Long-Term Care (DC 15):* With a medical kit, the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at …

  • Acrobatics

    (Dexterity Based Skill) You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents. The following modifiers apply to all Acrobatics skill checks. …

  • Allegiances

    A character may have up to three allegiances, listed in order from most important to least important. These allegiances are indications of what the character values in life, and may encompass people, organizations, or ideals. A character may have no …

  • Special Initiative Actions

    Here are ways to change when you act during combat by altering your place in the initiative order. *Delay* By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily …

  • Environment and Hazards

    h3. *Darkness and Light* ------------------------------------------------------- It’s a rare mission that doesn’t end up in the dark somewhere, and heroes need a way to see. See Table: Light Sources for the radius that a light source illuminates and …

  • Conditions

    *SUMMARY* A number of adverse conditions can affect the way a character operates, as defined here. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition. [[Ability Damaged]] …

  • Fighting Defensively and Total Defense

    *Fighting Defensively as a Standard Action* You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round. *Total Defense* You can defend …

  • Damage Recovery

    *Natural Healing* A character recovers 1 hit point + Constitution modifier per character level per evening of rest (8 hours of sleep). A character undergoing complete bed rest (doing nothing for an entire day) recovers 2 hit points + Constitution …

  • Piloting

    Piloting (Dex; Trained Only) Check: Typical piloting tasks don’t require checks. Checks are required during combat, for special maneuvers, or in other extreme circumstances, or when the pilot wants to attempt something outside the normal parameters of …

  • Starship Evacuation

    Most ultralight starships are equipped with evacuation pods or fully enclosed, detachable cockpits that jettison the crew to safety in the event of a shipwide catastrophe. In fact, unless noted otherwise, every starship has sufficient evacuation pods or …

  • Disguise

    (Charisma Based Skill) Check: A character’s Disguise check result determines how good the disguise is. It is opposed by others’ [[Perception | Perception]] check results. Make one Disguise check even if several people make [[Perception | Perception]] …

  • Robotic Traits

    A Robot possesses the following traits (unless otherwise noted in a creature’s entry). No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a Robot as having a score of 10 (no bonus or penalty). Darkvision 60 …

  • Ooze Traits

    An ooze possesses the following traits (unless otherwise noted in a creature’s entry). Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an …

  • Charm and Compulsion

    Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments …

  • Darkvision

    Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see …

  • Death Attacks

    In most cases, a death attack allows the victim a Fortitude save to avoid the effect, but if the save fails, the character dies instantly. Death attacks slay instantly. A victim cannot be made stable and thereby kept alive. In case it matters, a …

  • Energy Drain and Negative Levels

    Some diseases, a number of creatures abilities, and being saved from death by [[Surgeon | Medical Miracle]], have the ability to drain away life and energy; this effect results in “negative levels.” These cause a character to take a number of penalties. …

  • Energy Immunity, Vulnerability, and Resistance

    Energy Immunity, Vulnerability, and Resistance A creature with energy immunity never takes damage from that energy type. Vulnerability means the creature takes half again as much (+50%) damage as normal from that energy type, regardless of whether a …

  • Fear

    Intimidating figures and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked. Shaken: Characters …

  • Invisibility

    The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be heard, smelled, or felt. Invisibility makes a creature undetectable by vision, including darkvision. A creature can generally notice the presence …

  • Extraordinary Abilities

    Extraordinary abilities are not something that just anyone can do or even learn to do without extensive training and are usually available only to the monstrous denizens of the Galaxy. [[All-Around Vision]] [[Amorphous]] [[Amphibious]] [[ …

  • Scent

    This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, …