The core system of FLUX is designed to work with nearly any genre of game and any situation. Various rules modules may be added to the system to customize it for any genre of game.
Rounding: When the system requires you to divide an amount, such as when determining a Defense value, always round up. Exception: when Taking the Average, round down (see below).
Basic mechanic: Stat Die + Skill Die + Bonuses vs. a target number. Matching the target number grants one Threshold of success. Each additional amount of +5 achieved above the target number grants an additional Threshold of success. Thus, if a roll requires a DC 10, any total result of 10-14 would grant one threshold of success. A result of 15-19 would grant two total thresholds of success, indicating the character succeeded very well at the task in question. Thresholds determine how effectively one accomplishes something. A roll with multiple thresholds of success indicates an exceptional success, indicating mastery of the given task. On a successful attack, each Threshold beyond the first adds one level of damage of the base type dealt by the attack, before applying any damage reductions.
Some static DC’s, such as shaking off damage, may include a target number and a number of thresholds. For example, a DC of 5 + one threshold normally would be the equivalent of a DC 10. In such a case, the roll is considered successful so long as the dice and other static bonuses meet the target number, and the total bonus including that provided by Super Stat or Skill: Might for already successful rolls can account for the required thresholds.
Standard Target Numbers
5: Easy – An average person w/ no training can do it about 1/3 of the time.
10: Average – A skilled person w/ some training can do it about 1/3 of the time.
15: Hard – Achievable, but only for those most talented or best qualified for a specific task, and not consistently.
20: The pinnacle of human achievement. – Only the greatest and most dedicated even have a chance.
25: Only a superhuman being could achieve this.
The GM may set the difficulty for a task at any number, using the above for guidelines.
Botch: The character not only fails at a task, but something goes horribly wrong, though not necessarily through the fault of the character. Double-ones are a botch, as is a result of 1 on a Stat die rolled untrained. Such a roll is never successful regardless of the end total, and usually goes wrong in some unforeseen and catastrophic manner. No effect may allow a character to reroll a Botch.
Crititcal Success: if both dice show their max result, before the GM determines the result, add +5 to the result to determine the total. If rolling a stat die untrained without a skill die, this does NOT apply. If an attack, instead of a +5 bonus, the player may instead apply one of the effects of a Vital Shot retroactively. No effect may force a character to reroll a Critical Success.
Taking the Average: Instead of rolling to determine a non-crucial task, divide the maximum die result by 2, then add appropriate static bonuses. Normally, you may only do this outside of combat in tasks which are routine and currently suffering no penalties, or have no consequence for failure. You may not Take the Average when rolling a skill untrained.
Static Values: Characters often use their traits to calculate a Static value, such as a Defense. Divide the character’s maximum die result by the specified amount, then add the appropriate static bonuses. Round up if rounding is required.
Extended Tasks: Some tasks, such as chopping down a tree, hacking a computer, customizing a firearm, or performing life-saving surgery, may require multiple thresholds of success before they are complete. In such cases, a character rolls once per interval set by the GM (rounds, minutes, hours, days, etc.). With each roll, the character accumulates thresholds beyond the base DC toward the total needed for success. A failure on one of these rolls subtracts one Threshold from the recurring total. Should the character ever have a net zero successes after the first roll, fail a total of three rolls throughout the process, or botch, the task has failed.
Aid: Sometimes, multiple characters may wish to aid each other in performing a task. Choose one character to be the Primary. Every participant rolls the specified Stat + Skill combination. The primary character adds +2 to his roll for each additional participant that achieved the DC -5 (minimum 5). Characters may use different Stat + Skill combinations other than the ones specified in the task to aid if they might appropriately contribute to the task, at DM’s option, though they may not be considered the primary. The Primary character may not gain more than a +5 bonus to his roll from Aid actions.
One may also aid an ally in combat. A player must declare they are making an Aid attack, and which ally they are aiding. Each attack hitting at least the target’s defense -5 adds an additional +2 to the declared ally’s next attack roll against the target. If the aiding attack beats the target’s defense, subtract one threshold of success; this may cause the attack to fail. A character may also take other non-attack actions, such as using a Social roll to distracting a target, to aid an ally’s attack. If the aided ally does not attack the target with his next action, the Aid bonuses are lost.
A character that botches becomes the Primary of an aided roll.
Reroll: Some effects may allow a player to reroll a particular throw of the dice. No effect may grant a player more than one reroll per turn. Some effects, while not technically allowing a player to reroll dice, still count as a Reroll effect for purposes of this calculation. A botch may never be rerolled, and no character may be forced to reroll a double-max roll against their will.
Each round, a character gets one Action and one Move. He may forgo his Action to take a second Move.
Certain activities, such as speaking, do not require an action, and may be done at will within reasonable limits set by the GM.
Certain activities do not require an action, but may only be done during a character’s turn, such as deactivating certain powers, or when certain conditions are met, such as counterattacks.
Some conditions, such as Incapacitated, do not allow a character to take any actions, including free actions. Some things, such as spending a FLUX point or applying a Passive defense, may be done even while incapacitated.
-Perform most active Skill checks.
-Activate a Power
-Shake off Damage
-Mental Finesse + Perception check to actively perceive something you have reason to suspect may be present.
-Mental Finesse + Medicine to apply first aid in combat.
-Reload a firearm that does not use a magazine or speed loader, or a crossbow.
-Ready an Action or Move.
-Activate and use a Movement Power
-Draw a weapon from a holster or sheath (may be combined with movement).
-Load a firearm with a magazine or speed loader, or knock an arrow on a bow (may be combined with movement).
-Stand up from being Prone.
-Set for Area
-Drive/Pilot checks during standard vehicle movement that do not require a check.
-Speak (on your turn, though certain short phrases or warnings may occur at any time)
-Mental Might + Perception check to notice something the first available moment it is possible to do so.
-Guard (initiated at the start of a turn only)
-Drop Prone (during your turn, or reflexively in response to successfully Evading an attack)
-Roll to shake off a Hit at the end of your turn if you began the turn Incapacitated.
-Use a Counterattack. You may only use one Counterattack per each of your turns, when triggered by the appropriate conditions.
-Apply a Passive Defense
-Spend a FLUX point
-Ready: Spend your Action. Define a specific Action or Move, and a specific triggering circumstance upon which it will occur. Your action resolves just before the specified triggering action, and may interrupt the specified action. Reset your initiative to just before the initiative of the character whose action was the trigger. You must be able to perceive the triggering action before it is resolved to be able to take your Readied action. If your original initiative comes around without you having taken your Readied action, you lose that action, but may ready again as normal. If something happens which would negate any possibility of the trigger occurring, your initiative remains as it was, and you may act again normally when it occurs again. Any cost associated with taking a Readied action is not spent until the action actually occurs. If a circumstance would negate the possibility of taking your readied action, you lose that action, and act normally on your next normal initiative count. Negative effects that would end at the end of your turn do not end in a turn when you Ready. Positive effects that would end at the end of your turn end when you Ready.
-Stand-Off: If one or more characters have readied attacks against each other’s attacks, each readied player rerolls Initiative amongst themselves, and act in that order. Reset their initiatives in that order on that initiative count.
-Guard: You delay acting, waiting for something to prompt you to action. You must initiate a Guard as a free action at the start of your turn. Do not take an Action or Move. After any character’s turn, you may take your turn normally. Reset your initiative to just after that character’s. While Guarding, gain +2 to all applicable active defenses until you act again. If your original initiative comes around again without you having acted, it is considered the start of a new turn. Negative effects that would end at the end of your turn do not end in a turn when you Guard. Positive effects that would end at the end of your turn end when you Guard.
-Standard Movement: A character moves up to his speed. Half of your (Physical Finesse + Athletics Max result) + 4 = number of meters you can move per Move. If using a grid, divide by 2 (round up) for the number of squares or hexes. Super Stat: Physical Finesse or Super Skill: Athletics adds after halving. As with normal bonuses, benefits from Super Stats and Super Skills do not stack; apply whichever one is more beneficial.
Sprinting: If you spend both your Move and your Action moving your maximum distance in a straight line without navigating difficult terrain, at the end of your turn, you may move an additional amount equal to your base movement in the same direction. If you do so, you are Weakened until the end of your next turn.
To calculate long-distance speed, multiply your meters per round by .372 to get miles per hour. Double this if you are running by taking a double move. Thus, a character with a base movement of 8m would move 2.976 mph, or about 3 mph. Running, the average person can manage about 6 mph over a medium distance.
-Jump: At the end of moving at least 4 meters, you may Jump as part of the same Move. Roll your Physical Might + Athletics, DC 5. You jump over 1 meter with each Threshold, landing in the next meter (round up to nearest 2m when using a grid).
Vertical: As above, DC 5. Every threshold allows your feet to clear one half a meter. Add your height for the height you can reach.
Standing start: Divide result by 2. A Jump may allow you to move farther in a Move than normal. Regardless of the total distance covered, your Move and Turn are over when you land a jump, except to allow you to finish moving with a Charge.
If you have an alternate form of movement, such as flight or swimming, you may apply the Jump mechanic to gain additional movement through extra effort.
Some characters, objects, or vehicles may be very large or very small compared to the average character. Yet, Scale often is not just a reflection of size, but also of a thing’s overall might. Thus, a main battle tank operates on a scale even larger than even its own bulk might indicate.
A normal adult human being is a baseline scale 0.
For every increase in scale above 0, the target increases in mass by a rough factor of 5. Apply a +10 bonus to Non-Attack or Defense Physical Might-based rolls and raw totals, including rolls to move a target and defenses against being moved, such as Knockback, Throwing, and non-attack Grab effects, including adding to Defense vs. Grab, taking control of a Grab, or escaping a Grab. For every decrease in scale below 0, subtract one threshold from all Physical Might-based rolls. This does not affect any movement or Jumping calculations.
When Attacking, for every Scale difference the target is larger than the attack, apply a +2 to the attack, but downgrade all damage by one step, before the target applies any reductions, such as from Armor or Force Fields. Conversely, for every Scale difference the target is smaller to the target, apply a -2 to all attacks, but upgrade all damage dealt from its innate attacks by one step. If this would upgrade damage beyond Maiming, add an additional Maiming to the damage dealt. Damage downgrades from Scale are calculated first and stack with other effects, such as those provided by powers.
In addition, a character takes a -5 penalty to parry an attack from something one scale larger than itself, and normally may not parry an attack from something two scales larger. Certain effects may adjust this.
The Attack power assumes the base Scale of the purchaser.
Note that some weapons function on a different effective scale than the size of their wielder might indicate. For example, an anti-vehicle weapon such as a rocket launcher may be carried by a character but operate on the same scale as a main battle tank, or a battleship may have point defense cannons meant to shoot down much smaller aircraft.
Scale bonuses do not stack with bonuses from Super Stats; apply whichever one most benefits the possessor. Large-scale things also often have bonus health levels; these health levels are only capable of holding Hits.
-3 – A mouse, large insect
-2 – A bird, house cat.
-1 – Average dog,
0 – Most Characters, large dog.
+0 to Physical Might-based rolls.
1 – Motorcycle, horse, big cat, bear
+10 to non-attack Physical Might-based rolls.
2 – Most automobiles, helicopter, Elephant
+20 to PM
3 – Heavy-duty utility truck, military aircraft
+30 to PM
4 – Main battle tank, destroyer.
+40 to PM
5 – Battleship, Military aircraft carrier.
+50 to PM
Hardness: Inanimate objects may have a Hardness rating. Hardness downgrades damage as if the object had a Scale of the same rating. Inanimate objects cease performing their function when their damage track is full of wounds, and break beyond reasonable repair when their damage track is full of Maiming. Some sources of damage may bypass an object’s hardness, at the GM’s discretion. For example, stout ropes may be more resistant to being snapped via tension than being cut with a sharp knife, and may never break no matter how many times someone strikes them with a hammer. A metal door may be forced open with a crowbar, but a razor would only scratch its paint. Difficulty to break most objects is DC 5. Some objects, including doors meant to keep people out, may require DC 5 plus one threshold.
-Cardboard, flimsy plastic, glass. Anything could destroy this, including a simple accident.
Wooden doors, stout ropes, standard-issue handcuffs, wooden furniture, tempered glass, lexan, plastic barrels.
Metal security doors, light chains, small trees.
Large trees, brick walls, a medium wall safe.
Reinforced Concrete, Steel Armor Plating, vault doors
A character may declare they are hiding as part of a move to enter Stealth. In order to enter Stealth, you must have some sort of concealment or cover behind which to hide, or those from whom you are attempting to hide must be somehow distracted. A character in combat is usually on high alert, and must be distracted by something specific in order to be considered distracted. Roll Physical Finesse + Stealth; the result is your current stealth rating.
To find a hiding character, a searching character must make a Mental Might + Perception roll the first opportunity they have to perceive you, or may take an action to make a Mental Finesse + Perception roll. If the roll equals or exceeds your current Stealth roll, they have pinpointed the target’s location and may target them with attacks.
When a character in Stealth attacks, moves out of concealment, or does something to call attention to themselves, they automatically exit Stealth. They may then make another Stealth check to re-enter Stealth by moving back into concealment.
Partial Concealment: +2
Total Concealment: +5
Re-entering Stealth in the same round as attacking: -5
A character may dead lift or bench press up to the maximum result of his Physical Might + Athletics x 5 in Kilograms (double this for pounds). Thus, a character w/ d6d6 could lift 60 kg, or just over 120 pounds.
A character can carry half this amount at half his speed, or a quarter of this weight at normal speed.
Push it: A character may voluntarily take a Hit to roll their Athletics die, adding the result to this total for one round.
In addition to adding its bonus to the base calculation, Super Stat: Physical Might adds an additional effect to the overall calculation per rank:
Super Stat 1 adds its rating x 10 to this total for determining lifting capacity.
Super Stat 2 multiplies this amount by 10x its rating.
Super Stat 3 multiplies this amount by 100x its rating
Initiative: Each player rolls Physical Finesse + Mental Finesse to determine initiative. In the event of a tie, the character with the highest max result goes first. Bonuses from different super stats do not stack.
Surprise: a character may seek to initiate combat suddenly to gain advantage, whether from hiding or by first appearing nonthreatening, in which case combat begins with one character initiating combat from Surprise. Any hidden characters usually will have rolled Physical Finesse + Stealth (if attacking from hiding) or any bluffing characters will have rolled Social Finesse + Subterfuge vs. the Passive mental defenses of those they are surprising. A character acting from Surprise gains one Action. If that action would alert any enemies or reveal the attacking character from Stealth, such as attacking, every combatant then rolls initiative normally.
Note that, in many cases, only one character’s Action may happen before all combatants roll initiative. In the case of a coordinating group of attackers, it is possible for them all to begin combat by readying and waiting for each other so they may all attack at once. This sort of coordination is possible with highly trained units, often using a series of prearranged signals, sophisticated tactical communication, or some form of telepathy, but for most groups of attackers, even if hidden, they simply must wait and dice into initiative after a Surprise action, using the initiating Action as their queue.
Attacking: Base Mechanic. Choose one stat, usually either Physical Might or Finesse, add the appropriate Combat Skill. Compare the result to the target’s best applicable Defense: this is the target number of the roll. The minimum difficulty to hit a character in a combat situation is always 5.
Physical Might is most often used with Melee. Physical Finesse is most often used with Ranged Attack. Some Melee weapons have the Finesse property. These may be wielded with Finesse, though doing so makes them Specialized.
Defending: To calculate a Defense, divide the max result of your relevant defending die pool by 2, then add the appropriate static bonuses. This is the target difficulty number the attacker needs to hit for one threshold of success.
Defending with Might vs Finesse:
A Physical Might + Resilience defense is normally considered Passive, and can apply even if the character is unaware of the attack. Most normal humans cannot apply a Physical Might + Resilience defense vs. an attack that deals Wounds or Maimings unless they have some means of absorbing the base damage of the Attack (see below), such as Armor, the Armor Power, or Super Stat: Physical Might.
A Physical Finesse + Evasion defense is normally considered Active, and normally cannot apply when a character is unaware of the incoming attack.
A character applying a Finesse defense against ranged attacks does not necessarily dodge bullets so much as dodge the shooter’s aim.
In order to apply an Active Evasion defense versus an Area effect, including Autofire or Covering Fire, a character must either have cover, be prone, or reflexively drop prone or move out of the blast radius or behind full cover. This reflexive movement happens automatically if the target’s defense is better than the attack roll, but only if the character chooses to sacrifice a Move from their next upcoming turn to exit the area or dive behind cover. If falling prone would give a character total cover, they instead have superior cover (-5) versus the triggering attack. If the effect is a persistent area affect, such as from a power with the Hazard mod, falling prone is not effective.
Other Stat + Skill combinations might also be used for an Active defense in the form of a Parry. Most commonly, Melee can be used in a Might or Finesse based defense to parry another Melee or Unarmed attack. A character must be trained in and wielding a Finesse-based weapon to use Physical Finesse for a Parry. Melee (Unarmed) may also be used in a similar fashion, so long as the character has a means of absorbing the base damage dealt by the attack. Thus, an unarmed character could normally parry a baseball bat, but not a knife, though certain Specs may allow it.
A character takes a -5 penalty to Parry an attack of a scale one larger than itself, and may not parry an attack from something more than one scale larger than itself. Scaling Leverage may adjust this.
-Special: Ranged attacks may not normally be parried, unless the ranged attacker is within the target’s Melee reach, allowing the ranged weapon itself to be parried rather than the projectile. Certain Specs may allow it in other situations.
-Special: A Parry is always considered an Active defense, even if it uses Might.
A Defending target always automatically applies their best applicable defense to an incoming attack, unless they choose to do otherwise.
Coup de Grace: If an attacker is adjacent to an Incapacitated target, the target takes a -5 penalty to Passive defenses, and the minimum difficulty drops to zero (Active defenses do not apply in any case).
Counterattack: Some specs allow you to take an action, most likely an attack, when it is not your turn. Unless otherwise specified, you may only take one Counter per each of your turns, but not during your turn.
Characters often may find themselves under attack in more subtle ways. Whether from someone trying to convince you of an argument or attacking you with a Psychic blast, the defenses for each are calculated the same:
Mental Might + Resolve (Passive) OR Mental Finesse + Subterfuge (Active).
Social Stats are used to calculate defenses against personal attacks of other people’s opinions of you or your stances, effectively setting a DC for other characters to convince someone you are wrong.
Hitting a hard surface after falling deals an attack equal to 5 + (# of meters fallen x2), base Hit damage. This maxes out at an attack of 50 at terminal velocity. Characters may not normally apply an Active defense. A character intentionally jumping down may reduce the distance by an amount equal to her standing vertical jump, per the normal Jump rules.
Difficult terrain: costs double movement. One normally cannot charge over difficult terrain.
Melee – Must be within reach of the target. This usually means adjacent. Some weapons or enemies might have a longer reach.
Ranged – Ranged weapons and attacks have a base range increment. Within the first range increment, the attacker incurs no penalty. Beyond this range, ranged attacks suffer a -2 penalty. Beyond double this range, the penalty increased to -5. Targets beyond triple this range may not be targeted by that method of attack. A ranged attack may be parried when the target is within its melee range of the attacker and is armed with a melee weapon or possesses the Unarmed skill.
Throwing: The base range for most thrown weapons at least two scale sizes smaller than you equals 1/2 your Physical Might + Athletics Max result.
Finesse may only be used to throw something at least two scales smaller than you. Might + Athletics still calculates your range.
Throwing something only one scale smaller than you applies a -2 penalty, and only has 1/2 your base range. Throwing something your Scale incurs a -5 penalty, and has 1/4 the base range. This is in addition to any improvised weapon penalties, including barstools, people, lamp poles, or city busses. Scale Leverage may allow you to make a Might-based throw with larger objects, per Scale rules.
Special Targeting Attacks:
Some attacks, such as Area attacks or when Dual Wielding, may have more than one target. In such cases, roll separately for each target.
Area and Multiple Target attacks: Whenever an attack has multiple targets, roll once for all targets; certain bonuses or penalties may apply to only certain targets of the attack. Most of these types of attacks take a -2 penalty to all attack rolls, and are subject to the Set for Area condition. Certain specs may improve this.
Dual Wielding – When wielding two weapons, an attacker still normally only may take one attack per Action. He may choose before each Attack which weapon with which he’ll be attacking. Certain Specs may improve this.
Vital Shot: before rolling, take -5 penalty to an attack and add one of the following effects. You may take multiple -5 penalties to apply multiple different Vital Shot effects, including multiple instances of the same effect.
-Upgrade or downgrade the base damage of the attack by one step.
-Ignore the damage-reducing effects of mundane armor, OR one Rank of the Armor power (not bonuses to Passive defenses, just the damage-reducing effects).
-Treat a target of larger scale as one scale smaller than normal for the purposes of reducing damage against one attack.
-Choose one Maimed condition. Instead of bonus damage from additional thresholds with a Maiming attack, the second threshold of an attack applies a Maimed condition to the target. Such an injury must be healed by the target as a level of Maiming damage. Additional thresholds beyond the first two have no effect.
Prone: A prone character gains a +2 bonus to defenses vs. Ranged attacks from non-adjacent attackers, and a -2 penalty to defenses against Melee attacks and Ranged attacks from adjacent attackers. A character may crawl at 1/2 their speed while prone, and must spend a Move to get up from prone. A character may voluntarily drop prone as a free action during their turn, or in reaction to an unsuccessful Area attack.
Charge: As your Action, move your speed, then make a Melee or Unarmed attack at the end of your movement. You must take the most direct path possible to your target, and must end your movement at the first point from which you could attack your target. Gain a +1 bonus to this attack, but -1 to all defenses until the start of your next turn. You may not charge over difficult terrain.
Declare you are attempting a Grab. As your Action, make a Physical Might or Finesse + Melee (Unarmed) attack. If successful, you deal no damage, but instead have grabbed the target.
A grabbed target cannot move, may not use a Finesse-based defense against anyone save the grabber, and takes a -5 to all attacks except Grab options and attacks with small, one-handed weapons or unarmed strikes against the grabber.
Conversely, the controller of the grab also may not use a Finesse-based defense against anyone save the grabbed target, unless he opts to end the grab at any time as a free action. On subsequent turns, if the target remains grabbed, the controller of the grab may continue the grab automatically as a Move. The controller of a grab may end the grab as a free action at any time.
If you have grabbed a target, you may roll the grab again with a subsequent Action to apply one of the following effects:
-Deal Unarmed damage to the target.
-Move half your speed, and pull a target your Scale with you. If you gain at least one extra threshold, you may move your full speed (no running). If a target is a scale smaller than you, there is no speed reduction. If a target is larger than you, you may not drag them with you. Scaling Leverage will shift this calculation accordingly.
-Knock a target Prone.
-Pin a target, rendering it Incapacitated against attackers other than you. It may not take Physical Actions save attempts to escape or take control of your grab.
-Disarm a target, causing a weapon to drop in a space adjacent to the target of your choosing. If you choose, you may immediately end a grab after a successful Disarm, in which case you are now holding the target’s lost weapon or item.
-Throw the target, per the Throwing rules.
If you are Grabbed, on your turn, you may:
-Roll Physical Might OR Finesse + Athletics OR Melee against the target’s Defense to break free.
-Roll Physical Might + Unarmed vs. the grabber’s most recent Grab roll. If you beat this roll, you are no longer grabbed, and instead have now grabbed your opponent.
Knockback: When a character is hit by a successful attack, there is a chance he will be shoved back. An attacker shoves the target back 2 meters for every threshold beyond the first by which the attack exceeded the target’s defense. Subtract one threshold from Wounding attacks and two from Maiming for purposes of determining this distance. In addition, if the attack total is also greater than the target’s Physical Might or Finesse + Athletics divided by 2, he falls prone at the end. Certain Specs and Powers may affect the distance of Knockback considerably. Super Stat: Might adds its full bonus to this calculation. An attacker may choose not to add the bonus from Super Stat or Skill to Knockback.
Disarm: You target an attack against a target’s weapon. The object uses the wielder’s Active defense but its own passive defense. Take a -5 penalty to the attack, in addition to any penalties from attacking something of a smaller scale. Most one-handed weapons are scale -2; two-handed weapons are scale -1. If you hit with an attack that deals base Hit damage, the target takes no damage; instead, the weapon falls in a space adjacent to the target of your choosing. If you gain an additional threshold of success, the dropped weapon is thrown a number of meters equal to the amount by which you beat the target’s defense. Alternatively, if you deal a wounding attack, all thresholds beyond the first deal damage to the weapon itself.
Trip: Declare you are making a Trip. Make a Melee attack versus the target with a -5 penalty. If it hits, the target is knocked Prone. Subtract one threshold for the purposes of determining damage from this attack.
Aiming: Spend an Action to aim. Choose a target which you can see. So long as you do not move before your next Action and you can see the target the entire time you are aiming, you may use your following turn’s Action to attack that target with a +2 bonus. If you are also Prone, this bonus increases for a ranged attack by +1.
Scope – Using a Scope multiplies the range of an aimed ranged attack by 2, and increases an Aiming bonus by an additional +1.
Laser Sight: Gives a +1 bonus to aimed attacks within the first range increment of a Single-shot, Semiautomatic or 3-round burst weapon.
Cover: A character takes a -2 penalty to attack a target when the target has Cover, such as from the edge of a building, a ledge, window, or stationary vehicle. Superior Cover, such as a gun port, arrow slit, or a boarded-up window, grants a -5 penalty. A character with Full Cover, such as behind a wall, cannot be the target of an attack which would be blocked by the cover.
Concealment: A Character takes a -2 penalty to attack a target that is lightly obscured, such as in dim lighting, or viewed through thick foliage or smoke. A character instead takes a -5 penalty to attack a target that he cannot see at all. In such cases, he must still be aware of the target’s general location to consider him a valid target of a targeted attack, which may involve defeating a target’s Stealth.
Cover and Concealment penalties stack. For example, attacking a target inside a darkened building that is firing from a tiny crack in a boarded up window would incur a -10 penalty.
Concealment and Cover penalties do not apply against untargeted effects, including most Area effects. Concealment does not apply against Explosive attacks. Cover only applies against Explosive attacks if between the point of origin of the explosion and the target.
Moving targets: a target’s Active defense already takes into account the fact that it might be moving to avoid fire via the Evasion skill. If a character cannot move, they cannot apply their Evasion skill.
Other targets in the line of fire: When a target has cover from another character and an attack misses that target, immediately apply an attack vs. the character providing cover equal to 5 + the amount by which the original attack missed, with a maximum result for the total attack of 10. Conversely, if a target would grant cover to another character, it is still possible to accidentally hit the other character behind him with a miss, though the enemy has no cover bonus to defense.
Burst Fire: If an attack with Burst Fire misses, you may reroll it and apply the second result. In addition, if your initial attack misses, the Attack to hit another target in the line of fire gains an additional +2. You make this unintended attack once if your first attempt misses, even if the reroll hits. You do not make it again if the reroll misses. You do not gain this benefit if you benefit from another reroll mechanic, but unintended attacks still receive a +2 bonus.
Autofire: Designate two points no farther from you or each other than the base range of the weapon. Draw a line from each point to you. Make an attack vs. all valid targets (even allies) within the arc designated by these two lines, out to the base range of your weapon; each attack takes a -5 penalty. OR: Attack one target with a +2 bonus to hit (does not stack w/ aiming). If the first attack misses, you may reroll it and take the second result. In addition, if your initial attack misses, the attack to hit the another target in the line of fire gains an additional +2. You make this attack if your first attempt misses, even if the reroll hits. You do not gain this benefit if you benefit from another reroll mechanic, but unintended attacks still receive a +2 bonus. No target may be the recipient of more than one attack from a single Autofire action, including both intended attacks and automatic line-of-fire attacks. Autofire attacks are subject to the Set for Area condition. You must reload a weapon after using Autofire.
Covering Fire: When wielding a firearm capable of Semiauto, Burst, or Autofire, you may spend your Action to lay down Covering Fire. Choose two points within the base Range of your weapon. Draw a line from you to each of these points. Do not make an attack on your turn. Until the start of your next turn, any enemy entering the Area designated by the two lines, moving from behind total cover within the area, or ending their turn within the Area is subject to an attack from you at a -5 penalty. No target may be the recipient of more than one attack from a single Autofire action. Covering Fire is subject to the Set for Area condition. You must reload a weapon after using Covering Fire.
Explosives: Targets any characters and objects in the area that can be affected. The total area of effect encompasses a radius in meters from the target origin equal to 1/2 the Attack Pool Max result of the explosive, with an origin anywhere within range of the attack. Attacks against any target at the origin point of the explosion take no penalty. Take a -2 penalty against any other targets. In addition, downgrade all damage one step against targets outside of one half the radius. Explosive powers are subject to the Set for Area condition.
Special: Some explosives must be set, while others must be thrown. For set explosives, if using them untrained, first roll Mental Might, DC 5 + one threshold. On a failure, the explosive goes off with you at the Origin. For crafted explosives, use the user’s Mental Might + Demolitions for the attack roll, with the base damage and scale provided by the explosive type. For Thrown explosives, choose a point of origin and throw using the Thrown rules. If successful, the explosive goes off in the specified space. If the Throw misses, the GM moves the origin point one meter for every point by which the throw missed in the direction the GM deems most detrimental to the thrower.
Lingering Attacks: Successful attacks allow the attacker to re-roll the attack again on that target on the attacker’s following turn as a free action with a -5 penalty. This effect continues every round until the attack misses the target’s defense. The target may use an action during its turn to roll its defense pool against the most recent attack’s success total to end this effect. Characters can only have one Lingering effect on them at a time from a specific source at once. If more than one Lingering effect from the same source is applied, only the most recent one remains.
All characters start with a base of 4 health levels on their health track. As they take damage, the character’s health is marked off of their health track. A character whose health track fills with damage is Incapacitated and drops prone. At the GM’s discretion, if not dead, they may still be conscious enough to speak, but not to perform any other actions, including activating powers. A character may suffer three different types of damage: Hits, Wounds, and Maimings. Hits are marked with one slash, Wounds with two slashes, and Maimings w/ three slashes.
-Hits: Bruises and stunning that may hurt for hours or days, but their debilitating effects can be ignored after only a little while. One can be killed with only Hits, but it takes a while. Characters can shake off one Hit by spending an action and rolling Physical Might + Resilience, (DC 5 + one threshold), unless they’ve taken enough overall damage to fill their health track, in which case they are rendered Incapacitated and fall Prone. In this event, they may roll Physical Might + Resilience at the end of a turn which they started Incapacitated (no action) to shake off one hit (DC 5 + one threshold). Wound penalties apply as normal to this roll. Additional Hits received with a full damage track upgrade an existing Hit into a Wound. If a character’s health track is full of Wounds, upgrade an existing Wound into a Maiming. If mathematically unable to make this roll, the character shakes off all hits and regains consciousness at the end of the current encounter.
-Wounds: Something that normally requires minor medical attention to heal fully, and could be fatal if left untreated, though hardier characters may recover on their own. Once per week after receiving a wound, a character may roll Physical Might + Resilience to heal one wound without medical intervention (DC 5 + one threshold). A failure adds an additional Wound. Additional Hits received when a health track is full of Wounds upgrade one Wound to a Maiming. Additional Wounds received inflict two upgrades to existing damage.
-Maimings: Something that cannot be healed naturally: radiation, severe burns, amputation, brain damage, etc. Even modern medical science has a hard time healing people with such injuries, if successful at all. A character that has acquired any Maimings must roll Physical Might + Resilience (DC 5 + one threshold) once per round at the start of his turn as a free action until he has accumulated one threshold of success beyond the difficulty per new level of Maiming to stabilize. Failure adds an additional Wound.
A character whose health track fills with Maiming rolls Physical Might + Resilience every round, (DC 5 + one threshold), cumulative + one threshold per each subsequent round, until his health track is no longer full of damage. The character dies if he fails this roll. Additional damage received beyond a character’s health track is still applied normally and provides further wound penalties to prevent a character from reviving. In the event of such damage, always upgrade any existing Hits or Wounds fully to Maimings before applying a further level of damage.
Once per Month, a character under constant professional medical care may roll Physical Might + Resilience (DC 5 + two thresholds) to downgrade a Maiming to a Wound. Any secondary conditions of the Maiming, such as Blindness or an amputated limb, normally remain.
Some effects, including receiving additional damage after one’s wound track is already full, may upgrade or downgrade damage by a number of steps. Each downgrade step changes a single Maiming to a Wound, a Wound to a Hit, or negates a single Hit of damage. Some effects may not downgrade a Wound or a Maiming, and may only be effective against lesser types of damage. Each upgrade step may turn a single Hit into a Wound, or a single Wound into a Maiming. If all damage dealt by an attack is already Maiming, add a Hit. If two competing effects would upgrade and downgrade damage respectively, apply the net effect.
When healing damage, Hits must always be negated before downgrading Wounds, and Wounds must always be downgraded or removed before downgrading Maimings. If the character is suffering a Condition which may be healed as the equivalent of a type of damage, any damage of that equivalent type must be healed first. Multiple applications of a condition must be removed separately.
If the character or an ally is spending an Action to heal them via a Power, including Heal and Regeneration, the character spending the Action may choose what damage or conditions to remove or downgrade, and in what order.
Damage Penalties: A character takes a cumulative penalty on all dice pools and static values equal to -1 per Hit, -2 per Wound, and -3 per Maiming. Subtract 1/4 the maximum value of their Physical Might + Resilience Max result from this total before determining a penalty.
When a character receives damage, record one slash for a Hit, two for a Wound, and three for a Maiming. The total slashes on your character sheet indicate any Damage Penalties. To upgrade a level of damage, add another slash. Always start from the top and work your way down. New Wounds push Hits down below them, while new Maimings push Wounds and Hits down. Damage pushed down below a full health track wraps around, upgrading existing damage. Hits provide one upgrade, Wounds, two upgrades. Always upgrade Hits to Wounds before upgrading Wounds to Maimings.
Some health levels cannot hold certain types of damage. Example: if you have two ranks of Tough 1, then you have two additional health levels, each capable of holding one Hit of damage. These levels cannot hold Wounds or Maimings; any such damage or upgrades to existing damage cannot allow these health levels to hold anything higher than indicated. A character must still roll to avoid death if all of his health levels that can hold Maimings are full.
Maimed Characters: When an attack would apply Maiming damage, instead of applying damage, the attack instead may inflict a debilitating but generally non-lethal injury on the target. Maimed characters may heal this injury at the same rate they would heal Maiming damage; in many cases, these are permanent for non-heroic characters.
Possible maimed injuries include:
One eye: The character takes a -2 to all perception checks and ranged attacks.
Blind: As per the Blinded condition.
Deaf: As per the Deafened Condition.
Lost Arm: The target takes a -2 penalty to all physical attacks with one-handed weapons, a -2 to all Athletics checks, and cannot wield two-handed weapons or dual wield. If applied twice, the target takes a -5 penalty to all physical attacks, and cannot wield weapons.
Hamstrung: The target takes a -4 to speed and a -5 to all Athletics checks and defenses. If applied twice, the target’s speed is reduced to 2m, the penalty to Athletics increases to -10, and he is always considered Prone.
Clipped: Same as Hamstrung, but applying to winged flight, or the Flight 2 power.
Blinded: The character cannot see. All targets have total concealment versus a blinded character. A character may not use Active defenses unless they are somehow otherwise aware of an attack, and take a -5 to all general Perception checks, and automatically fails one based solely on sight.
Deafened: The target cannot hear anything. He takes a -5 to all general Perception checks, and automatically fails .
Shocked: The target may not shake off or heal damage, save by spending a FLUX point to shake off damage.
Grabbed: Target cannot move, may not use a Physical Finesse-based defense versus anyone save the grabber, and takes a -5 to all attacks save against the grabbing character or effect.
Incapacitated: The character is Prone and cannot take Actions or Moves, apply an Active defense, or activate any powers. The character may be conscious and able to speak, at the DM’s option.
Maimed: The character has one or more debilitating injuries (see above).
Prone: The character gains a +2 bonus to defenses vs. Ranged attacks from non-adjacent foes, and a -2 penalty to defenses against Melee attacks and Ranged attacks from adjacent foes. A character may crawl at half their speed while prone, and must spend a Move to get up from prone.
Stunned: The character takes a -5 penalty to all Active defenses and may not take Actions. He may still take Moves or do things which do not require an action. If this condition is applied twice, the character falls prone, may not take any Actions or Moves, or apply an Active defense.
Weakened: The character takes a -2 to all Actions and defenses and a -2 to their base movement. If this condition is applied twice, increase all penalties from it to -5.
Other sources of Damage:
Characters may normally only apply Physical Might + Resilience based Passive defenses versus the following effects.
A character may hold their breath for a number of rounds equal to half their Physical Might + Resilience max result. Each round spent acting in combat reduces this amount by one. Afterward, characters begin to suffer the effects of Suffocation, taking one Hit at the start of each of their turns, and cannot spend an action to shake off damage until after they may breathe again.
Effects incidental to a character’s surroundings. Environmental effects all have an attack pool and a base damage. The first die indicates the severity of the damaging effect; the second indicates the level of immersion for a character. GM’s may adjust these dice accordingly.
Some Environmental effects have an interval. In this case, they first roll for effect after a character has been within its area for one interval, and again after each following interval. Some severe Environmental effects have an interval of Immediate. A character suffers an Immediate Environmental effect whenever it enters or starts its turn within the area. A character cannot suffer this effect more than once per each of its turns. A character normally may only apply a Passive defense calculated with Physical Might.
Some environmental effects may impart other conditions on a target, such as Blindness. These effects cease as soon as a character is removed from them. Some Environmental effects may instead impart a Toxin effect instead of normal damage (see below).
1 Hour, d4d8, Hit damage.
Immersion in Arctic Waters
5 minutes, d6d12, Hit damage.
Immediate, d12d12, Wound damage. Special: Characters cannot breathe in a vacuum, and cannot actively hold their breath in a vacuum either, immediately suffering the effects of suffocation in addition to the normal damage from Vacuum.
Immediate, d12d6, Wound damage. Special: if a character is not holding their breath or making other arrangements to breath, they may also suffer a Toxin effect from smoke inhalation.
Toxin is a Keyword which may be added to some attacks. All Toxins have the following traits:
Vector: The conditions under which the toxin takes effect. Examples include contact, inhaled, ingested, and injury. In the case of injury, each time a character takes any damage from an attack that serves as a Vector for a Toxin, it is considered an injury. If an attack beats a target’s Active defense, or if a target uses a passive defense at all, a toxin makes contact.
Interval: How often the Toxin affects a character. The first interval starts at the end of a victim’s next turn after being afflicted by the Toxin. The Toxin rolls for its effect again at the end of each interval, until it has failed to affect the victim three times, at which point is is purged from the victim’s system.
Attack pool: The dice a Toxin rolls to determine the extent of its effect. The first die represents the toxicity of a toxin; the second represents the difficulty one would have metabolizing it. A target resists a toxin with a Passive defense calculated from Physical Might + Resilience. The first time the Toxin’s attack pool does not beat this defense, it receives a -2 penalty. When it misses a second time, this penalty increases to -5. If it misses a third time, it and any temporary effects listed end, though damage and other more permanent effects remain.
Effects: How the Toxin effects a character. This may include a base damage like any attack. If it does, this damage is applied separately from any other damage an attack may have applied. Many toxins may apply other debilitating secondary effects as well, such as Shock, Blindness, a penalty to Speed, or even a penalty to Physical Might. In such a case, the secondary effect ends when the Toxin has ceased affecting the character. If a character receives another dose of a Toxin from which he is already suffering, only the most recent applies, thus resetting any ongoing penalties for it failing an attack roll, though it gains a +2 to all attack rolls. If a Toxin stacks a second time, it gains +5 to attack. This is the maximum it can stack. Stacking doses of a toxin are downgraded on the following scale each time they miss the character’s defense. Each new dose upgrades it on the scale again.
Mildly Toxic Fumes:
Inhaled, 5 minutes, d6d6, Hit, Shocked
Injury, 1 hour, d8d6, Wound, Shocked
Injested, 5 minutes, d12d12 + 5, Wound, Shocked
Similar to Toxins, all Diseases have a Vector, Interval, Attack Pool, and Effect. While Toxins are usually measured in minutes or hours, Diseases are most often measured in days, months, or even longer. Like Toxins, Diseases receive a -2 penalty on the first failed roll, a -5 on the second, and end on the third. Multiple exposures to diseases do not stack, and once a character overcomes a disease, they most often will be immune to it in the future.
Inhaled or Contact, 1 day, d8d8, no damage, characters suffer a -2 penalty to all rolls while under the effects of a cold.
Inhaled or Contact, 12 hours, d8d8, Hit, characters suffer a -2 penalty to all actions while under the effects of Influenza. If Influenza succeeds on at least two rolls in a row, the penalty increases to -5. If it fails a roll while imparting a -5 penalty, the penalty is reduced to -2.
An adjacent ally may spend their action to roll Mental Finesse + Medicine and substitute this result (whether better or worse) for a target’s next Physical Might + Resilience roll. Alternatively, the ally may use a readied action to Aid the Resilience roll. In either case, any penalties to the roll the target is currently suffering are reduced by 5, including wound penalties.
Roll Mental Might + Medicine to treat long-term wounds in the place of a character’s Mental Might + Resilience roll. Alternatively, a character may use it to aid in a patient’s recovery.
Stimpak/Potion: As an Action, you expend the item and make a Physical Might + Resilience roll, DC 5. Success heals one wound or two Hits per threshold, or converts one Maiming to a Wound. Even on a failed roll, the target still stabilizes. Cost: 2
Some Encounters do not occur in a single location, but moving through an area. In such cases, such as car chases or running down a criminal, the GM may choose to enter a Chase encounter. For such cases, a map such as an alley, street, or river may be used multiple times to represent multiple different points along a chase course.
During a Chase, every character, or every driver in the case of car chases, for example, must spend a Move automatically at the start of each of their turns to remain in the chase, moving through the environment rapidly but moving relative to the other participants in the Chase very little. This requires an Athletics, Drive, or Pilot check, with a difficulty depending on the speed of the chase and hazards present. If successful, the player may also apply limited movement during this Move action. To determine movement during a Chase, subtract the slowest participant’s speed from every combatant’s movement rate, minimum one square on a map. A character may spend an Action and make this roll again to take a second move. If this roll fails, a character falls out of the chase, and is removed from the board. The player may, at the GM’s option, make another roll on a subsequent round to reenter a chase at the back of the map. The GM may set a speed threshold on which this check becomes more difficult; players whose total movement in a turn, including the base movement of the Chase Encounter, exceeds this amount may face higher difficulties for this check.
GM’s may use props and hazards on each leg of a chase, leaving the map and players stationary but moving rocks, boxes, asteroids, livestock, etc. around to indicate upcoming hazards.
Characters use identical mechanics for social combat, using different skills; however, no damage is dealt. Instead, when you beat a character’s mental defenses, they have been influenced to do what you say. If this would go against their better judgement or nature, they may choose to ignore it, or, if they accept the result and act accordingly, they gain a FLUX point.
In combat, a character must normally spend an Action to attempt a Social roll to influence someone.
Common Social Roles:
Social Might + Intimidate – Cow someone into obeying you.
Social Finesse + Subterfuge – Lie to someone.
Social Might + Diplomacy – Give a rousing speech.
Social Finesse + Diplomacy – Make a convincing argument.
Common Social Defenses:
Social Might + Resolve – Remain unconvinced.
Social Finesse + Subterfuge – Know when someone is lying to you.
Common Social Modifiers to DC
Target is suspicious or wary of character: +2
Target hates or fears character: +5
In combat: +10
*These modifiers do not apply against Intimidate checks.
Resources and Wealth:
Rather than tracking every dollar, credit, or gold piece a character has in his pocket, vault, and bank account, not to mention every piece of gear, loot, and possession he owns, FLUX uses an abstract method of determining wealth and possessions based both on their chosen Occupation and their Stat + Skill method governing it, and any Wealth specs they’ve purchased. The following descriptions are a general examples, and by no means comprehensive examples of characters’ living circumstances.
Characters default to lower class, and choose one Stat + Skill combination governing their chosen profession. Physical stats are useful in the performing of a particular profession, they are not normally used for Profession checks. One may be very good at shooting things, but one also needs to interact with other beings to turn such a skill into wealth. Specs may raise their overall Wealth stat, or allow them more than one profession.
All purchasable items have a Cost rating from 0-3. A character may purchase anything at will with a cost equal to his Wealth spec -1, subject only to availability and approval from the GM. Approximately once a month, the character may purchase something equal to his rating without effort. This is considered living within a character’s means.
If a character wishes to live beyond his means, he may attempt a check to do so. Characters spend a specified length of time performing their chosen profession. The length of time specified determines the difficulty of the roll.
1 Day: DC 10 + 1 threshold
1 Week: DC 5 + 1 threshold
1 Month: DC 5
For every Cost rating the item has above a character’s Wealth spec, add +5 and one threshold to the DC of the roll.
At the end of the time period, the character makes his roll. On a success, they are able to purchase that item without any further repercussions. For every threshold by which they failed, the character’s effective Wealth Rating drops by one. After one month, they may make another profession check DC 5 + one threshold to restore one effective Wealth Rating.
Items may have a lower or higher cost depending on their availability in a given area. Some items may not be available for purchase at all, while some larger items might be so massive and expensive that only a large governmental organization could afford them, in which case they may consist of several smaller Rating 3 purchases, or even an effective Rating 4 purchase. The GM is the final arbiter of an items effective relative cost during any transaction.
Specialized: A character takes -5 to all attacks and defense pools with a Specialized weapon unless the character has taken the Specialized Weapon Spec for that specific gear. Specialized Melee: On a missed pair, the player rerolls the attack against his own defense. Ranged: on a missed pair, the weapon is disabled until a repair roll can be made to fix it.
Finesse: Weapons may be used with Finesse instead of Might. Doing so makes them Specialized.
Ranged: All ranges listed are the weapons’ base range. Rifles are difficult to use in close quarters, and confer an additional -2 or penalty to attack with them when engaged in melee with an enemy.
Bow, Short – Two-hand, range 10m, Wound, cost 0.
Bow, Long – Two-hand, range 20m, Wound, cost 0.
Bow, Compound – Two-hand, range 20m, Wound +1 hit per attack. May be used with Firearms as a specialized weapon. Cost 1
Crossbow – Two-hand, range 20m, Wound +1 hit per attack. Action to reload. May be used with Firearms as a specialized weapon. Cost 1
Crossbow, Hand – Off-hand, range 10m, Wound. Action to reload. May be used with Firearms as a specialized weapon. Cost 1
Handgun, Small – Off-hand, Range 10m, +1 to attack, Wound, + 1 hit per attack. Cost 1
Handgun, Large – Main-hand, Range 10m, Wound, + 2 hits per attack. Cost 2
Rifle, Small – 2 hands, Range 20m, Wound, +1 Hit per attack. While Prone: Range 100m and +1 to aimed attacks. Cost 1
Rifle, Large – 2 hands, Range 20m, Wound, +2 hits per attack. While Prone: Range 100m and +1 to aimed attacks. Cost 2
Shotgun – 2 hands, Range 10m, Wound, + 1 Wound per attack, 10m, OR 10m cone, Wound. Cost 1
Sub-machine gun – 2 hands, Range 10m, Wound, +1 Hit per attack, 3-round burst, autofire. Cost 2
Combat Rifle – 2 hands, Wound, + 1 hit per attack, 20m, 3-round burst, autofire. Cost 2
Flame Thrower – 2 hands, Specialized, Range 6m, Maiming, Lingering, autofire. Cost 2
Grenade, Flash-Bang – Thrown, Explosive d8d8 +3, Hit, Targets Blinded and Deafened within 6m. The conditions both may be Shaken off as a Hit.
Grenade, Frag – Thrown, Explosive d10d10 +3 Wounding w/ in 4m, Hit 4-8 m. Cost 2 for a case of 12 rounds.
Grenade, Incendiary – Thrown, Explosive, Lingering, d8d8 Maiming (Fire) w/in 4m and Wounding (Fire) 4-8m. Cost 2 for one round or Cost 3 for a case of 12 rounds.
Grenade, Stun – Thrown, Explosive d8d8 +3, Hit, Stunned x2 w/in 4m, no damage and Stunned x1 within 4-8 m. The condition may be shaken off as a Hit. Cost 2 for a case of 12 rounds.
Dynamite – Timed Fuse default 30 sec. Explosive d8d8 Maiming w/in 4m, Wounding 4-8m. Requires a Mental Finesse + Demolitions roll DC 5 + one threshold to pre-set fuse length to get it to explode properly during a Combat turn. The GM should roll this secretly. Failure by less than 5 causes the Dynamite to explode late, giving another character a chance to throw it again. Every round after being lit, Roll d10+5 each round, DC 10. On a success, it explodes. On a failure of more than 5 on the Demolitions roll, it explodes immediately after being lit, dealing damage with the character at ground zero. Cost 1 for a case of 12 sticks.
Claymore – Tripwire or remote detonation. Explosive in a 90* arc chosen at the time of emplacement. d10d10 Maiming w/in 5m, Wound w/in 10m. Cost 2.
Acc/Dmg/Defense when parrying
Unarmed – Hit. -1 Hit or equivalent downgrade per attack. Ignore this downgrade if you have Attack Focus: Unarmed.
Baton, Tonfa – Off-Hand, Hit, +1 acc, Finesse. Cost 0
Club, Baseball Bat – 2-Hand, Hit, + 1 hit per attack. Cost 0
Staff – 2-Hand, Hit, +2 parry, reach, Finesse. Special: If a player purchases Specialized Weapon Proficiency: Staff, they may wield it as if wielding two weapons. Cost 0
Knife – Off-Hand, +1 acc, Wound, -1 parry, Finesse. Cost 0
Spear – 2-Hand, Wound, +2 parry, reach 2m. Cost 0 Special: If a player purchases Specialized Weapon Proficiency: Spear, they may wield it as a Staff, or as if wielding two weapons.
Light Sword – Main Hand, +2 accuracy, Wound, +1 parry, Finesse. Cost 1
Warhammer/Mace – Main Hand, Wound, + 2 hits per attack, +1 parry. Cost 1
Heavy Sword – Main Hand, + 1 Acc, Wound, + 1 wound per attack, +1 parry. Cost 1
Greatsword – 2-hand, Wound, + 1 wound per attack, Reach 2m, -2 to opponent’s Parries. Cost 1
Axe – Wound, +1 hit per attack. Cost 1
Greataxe – 2 hand, -1 Acc, -1 to Parry, Wound, +1 wound and 1 hit per attack.
Minigun – Wound, + 1 wound and one hit per attack, autofire only. Cannot exclude targets from target area. Range 20m, Heavy. Cost 2
Sniper Rifle – Wound, + 1 hit per attack, Range 20m. While Prone: +2 to Aimed shots and Range 200m. Cost 2
.50 Cal Rifle: Scale 1, Wound, + 1 hit per attack, Range 20m. While Prone: +2 to Aimed shots and Range 250m. Cost 2
Rocket Launcher – Wound, + 2 hits per attack, Scale 2, range 50m, explosive 4m from point of impact, Heavy. Cost 3
Chainsaw – Maim, +1 wound per attack, -2 to accuracy, +1 Parry. Cost 2
Chainsword – Maim, +1 wound per attack, +2 Parry. Cost 3
Whip – Hit, -1 hit per attack, reach 4m, grab, finesse. Cost 1
Chain – Hit, +1 hit per attack, reach 4m, grab, finesse. Cost 0
Spiked Chain – Wound, +1 hit per attack, reach 4m, grab, finesse. Cost 2
Special: If a Might-based attack with a mundane melee weapon from a character using Super Stat 2 or 3 hits but deals no damage, the weapon breaks.
Armor: An Armored human can mount a Physical Might + Resilience defense vs. the highest type of damage the Armor can affect. Armor affects damage from physical attacks, such as bullets, arrows, and melee weapons. It does not affect damage from Unless otherwise noted, the damage reduction (but not the defense bonus) of mundane armor can often be bypassed by a Vital Shot, at the DM’s discretion. It does not stack with the Armor power.
Light Armor: Downgrades one Wound or Maiming one step from a physical attack. Has no effect on Hits. Example: Kevlar T-shirt. Cost 1
Medium Armor: Downgrades two steps from a physical attack. Cannot reduce damage below 1 Hit. -1 to all Physical Finesse-based defenses. Cost 2
Heavy Armor: +1 to all Physical Might-based defenses against physical attacks. Downgrades three steps from a physical attack. -1 penalty to Vital Shots against wearer. -2 to all Physical Finesse-based defenses. -2 meters to movement. Example: Riot Gear. Cost 2
Leather Armor: As Kevlar Vest. Cost 1
Mail: Adds +1 to all Physical Might-based defenses vs. physical attacks. Downgrades two steps of damage. Cannot reduce damage below one Hit. -1 to Finesse-based defenses. -2 meters to movement. Cost 2
Plate: Adds +2 to all Physical Might-based defenses. Applies four damage downgrades from a physical attack. Against Ballistic, only applies one. -4 to all Finesse-based defenses. -4 meters to movement. Cost 2
Small Shield: +1 to all Physical Might-based defense. -1 penalty to Vital Shots against wielder. Cost 1
Large Shield: +2 to all Physical Might-based defense. -2 penalty to Vital Shots against wielder. -2 meters to movement. Cost 1
Special: If a Might-based attack from a character using Super Stat 2 or 3 hits but deals more damage to a character than the armor can absorb, the Armor loses one downgrade until repaired. Armor that loses all downgrades is destroyed.
The stats above reflect mundane equipment. Heavily modified versions, specialized models, and artisan-crafted equivalents may exist. To reflect this, players may add Customizations to existing base items in the following ways:
+1 to Accuracy (x3)
+2 to Already successful attacks (x3)
+1 Hit to all damaging attacks (may be purchased up to 2 times
Upgrade the base damage of a weapon by one step (counts as 2 customizations)
Increase the reach of a weapon by 2m (melee only)
Increase the range of a weapon by 1/2 its base range (ranged only, purchased up to 3 times)
Increase the Scale of a Weapon by 1 (Scale 0 only)
May deliver a Toxin (doses of Toxin purchased and applied separately)
Reinforce a melee or unarmed weapon. A reinforced melee weapon will stand up to being wielded by a character of increased strength. This customization may be purchased multiple times. Each time, increase the maximum Rating of Super Stat: Physical Might and the number of levels of Scaling Leverage by one with which the weapon may be wielded without breaking.
Overcharge a Ranged weapon. This weapon has a larger bore, specialized ammo, or high-tech or magical enhancement to make it more lethal. This customization may be purchased multiple times. It may benefit from a number of purchases of Supernatural Combatant equal to the number of times it has been Overcharged.
-1 to Accuracy (x3)
-2 to Already successful attacks (x3. Originally successful Attacks which no longer exceed a target’s defense still hit but only deal one level of damage of its base type, downgraded one step. A weapon dealing base hit damage deals no damage in this circumstance, but may still deliver effects)
-1 downgrade to one level of damage dealt, specified by the target
Downgrade the base damage of a weapon by one step (counts as 2 customizations)
Halve the base range of a weapon (ranged only)
+1 to Physical MIght-based Defenses (x3)
+1 Downgrade to damage from all attacks (x3)
Increase the type of damage by one step against which the Armor is effective (counts as 2)
-1 to the penalty to Finesse-based defenses
-2m to the speed penalty
-1 to the bonus to Physical Might-based Defenses (multiple purchases, may not reduce below 0)
-1 to the number of downgrades to damage to all attacks (multiple purchases, may not reduce below 0)
Decrease the type of damage by one step against which the Armor is effective (counts as 2)
-1 Penalty to Finesse-based defenses (x3)
-2m to speed (x3)
Adding positive Customizations to an item requires a roll of Mental Might + Crafting Skill, DC 5 + 1 threshold per total number of positive mods on an item (minimum DC 5 + one Threshold). Adding negative Customizations each cancel out the cost of one Positive mod. The Crafter must specify all positive and negative mods to be included in the design before rolling. The first threshold beyond those needed for the initial design has no effect. Additional thresholds beyond this may add additional Positive customizations, at the GM’s discretion.
A Crafting Roll includes a purchase of materials equal to the cost of the item. Failure on the Crafting roll wastes the materials. A Botch also destroys the weapon, rendering it useless and beyond reasonable repair.
A crafted weapon with a net of at least +3 positive mods has an increased cost of +1, though finding one of a particular customizations may require an extensive search. Depending on the setting, adding a particular set of customizations to an item may also require an extensive search for the proper materials.
Vehicles are treated nearly the same as characters while in operation. They may be treated as inanimate objects only while not currently being operated by a driver. The stats below represent a base model; more powerful or specialized models may be available.
Vehicle Speed: A character operating a vehicle spends a Move immediately at the start of every turn to operate the vehicle, during which he may move the vehicle its speed. If the character does not also take an Action and no hazards present themselves on the vehicle’s course, no roll is required. If the character takes an Action, he must first roll Physical Finesse + Drive during the initial Move, DC 5, to avoid crashing.
Vehicles have a base cruising speed and a Max speed listed. If you are driving over the vehicle’s base cruising speed, take a -2 to all Drive or Pilot checks. If you are driving at Max speed or pushing it beyond, this penalty increases to -5.
Taking Drive or Pilot as a Combat skill allows you to use your Physical or Mental Finesse + Drive or Pilot to calculate an Active defense for your vehicle while it is in operation. Vehicles (stats forthcoming) have a Scale rating and a Max Finesse Die.
All Vehicles have a Scale, Physical Might die, and Physical Finesse Max Die type.
While driving or Piloting a vehicle, you use the vehicle’s Might stat, modified by its Scale, but your Finesse stat die. The die type you may roll is limited by the vehicle, so a motorcycle might allow a d12, while a beater pickup or tank might only allow a d4. Forward firing weapons operated by the driver or pilot may also use Drive or Pilot for Attack. This does not limit Super Stat bonuses.
Vehicles also all have Resilience, which is used for calculating passive defenses vs. Attacks.
Some vehicles have an Athletics die. This indicates its ability to maneuver in rough conditions. A four-wheel-drive SUV might have a d4, while an ATV or dirt bike might have a d8, and a tank might have a d10. A vehicle without a score in Athletics risks damage every time it runs off-road or in heavy conditions. When maneuvering in rough conditions, an Athletics die limits the die type of an operator’s Drive or Pilot die. It does not limit Super Skill bonuses.
Motorcycle/jetski/snomobile: Scale 1
Top Finesse d8
Combat Speed: 20m
Sedan/motorboat: Scale 2
Top Finesse d6
Combat Speed: 16m
Sports Car/speedboat: Scale 2
Top Finesse d10
Combat Speed: 20m
Truck/Van: Scale 2
Top Finesse: d6
Combat Speed 14m
Utility Truck: Scale 2
Top Finesse: d4
Combat Speed 10m
Light Helicopter: Scale 2
Light Plane: Scale 2
Jet plane: Scale 3
Military Jet: Scale 3
APC: Scale 3
Tank: Scale 3
M1 Abrams Main Battle tank: Scale 4
Destroyer: Scale 4
Gain a FLUX Point under the following conditions:
-You start an encounter.
-You botch a roll.
-You fill at least half your health track with damage the first time in an encounter.
-An attack on which the attacker spent a FLUX point deals damage or effects to you.
-Your attack that would have succeeded fails to deal damage or effects to your target due to the target spending a FLUX point.
-You lose an Action or Move in a round due to an effect caused by an enemy.
-You succeed on a creative or interesting Action (GM’s option, once per Encounter).
Certain Specs may allow other circumstances under which you would add a FLUX point.
Spend a Flux Point (no action) to:
-Add +5 to one roll or defense vs. one roll, before the roll occurs. This counts as a reroll effect. If an attack roll has multiple targets, this bonus only applies to only one target. You may spend multiple FLUX points to add this bonus to multiple targets individually. Any successful attack made with a Flux Point does a minimum one Hit of damage.
-Reroll one roll, before the GM tells you its effectiveness. You may not reroll a Botch.
-Shake off a Hit at any time, even if you are Incapacitated.
-Shake off certain debilitating conditions.
-Become the target of a melee or unarmed attack against an adjacent ally, or a ranged attack against an ally to whom you are granting cover. If you were not in range of such a melee or unarmed attack when the attacker originally declared it, you switch places with your ally as a free action.
Many Specs may grant additional uses for FLUX points.
A character can have a maximum of 3 FLUX points at any one time. Any gained beyond this are lost. A character may spend as many FLUX points as they have, though any available benefit may be applied only once per turn, with the exception of gaining a +5 bonus to multiple different targets via multiple expenditures.
At the end of an encounter, all FLUX point pools reset to one per player.
Rating zero characters may not gain or spend FLUX points; however, if a character deals damage to an extra with an attack on which he spent a FLUX point, the GM gains a FLUX point he may spend on any of that extra’s allies.