Page 61 - FULL PLAYER EBOOK
P. 61

obstacle.  If the obstacle’s distance exceeds the      quarry, an automatic “Action Roll” is earned.  How-
         Movement Points, another roll is required to continue   ever, after three failed attempts to catch a fleeing
         the climb.  Failed rolls indicate that the character falls   character it is ruled that they escaped.
         from the obstacle a distance of 1D6 yards rolled by    Encumbrance
         the GM. A this time a second 1D6 vs 1D4 roll against
         the GM will determine if the character catches them-      Encumbrance is a hindrance or burden to a char-
         selves on the fall.   Should the player fail this roll, the   acter's ability to move.  One becomes encumbered
         character falls from the obstacle, receiving falling   when the amount of weight from object(s) they are
         damage and needing to begin climbing again should      carrying exceeds the Carry Points a character has.     C h
         the character survive the fall.                        When this occurs, the Movement Points receive a        a p
                                                                penalty.  The amount over a character’s Carry Points   t
            To swim, the player must add a 1D4 roll to the                                                             e
         Movement Points attribute.  The added bonus will       limit is the amount be subtracted from the Movement    r
         increase the amount of yards the player is able to     Points rounding down.  However, a character's Move-
         move during one melee.  A player may swim under-       ment Points cannot drop below 1 Movement Point.  A
         water for a maximum amount of time that is equal to    character can become unencumbered when they no
         the character’s Stamina Points.  The last Stealth Point   longer possess an item or items whose weight exceeds
         should be used to resurface, in order to take a breath.   the Carry Points.
         Once that turn is taken, the player may return under-  How to Guard
         water and continue traveling.
                                                                   When guarding, the player employs the charac-
         Movement During a Melee                                ter’s Awareness Points attribute.  There are two ways
                                                                to guard, Pacing and Posting.
            During a melee, a character is able to move away
         or toward an opponent. To move toward an opponent,        To Pace guard, the player or GM must designate a
         a player must know the Attack Range, which is how      pattern that the character is going to patrol.  The char-
         far away the opponent is from the character or target.    acter may walk the pattern pacing.  At any given time
         Attack Range is the key stat to know when trying to    during the player’s melee, this guard may call for an
         determine how far away two characters must be in       Awareness Test.  To do so, the guard need only apply
         order to engage.  Hand-to-hand combat is the only      a 1D6 roll to the Awareness Points attribute.  If the
         combat type where two opposing characters must be      die cast is greater than an infiltrator’s Stealth Points,
         within the same space in order to engage. Projectile   the infiltrator is discovered and the situation may be
         and Non-Projectile Weapon combat, however, deals       handled however seen fit by the guard.
         in various Attack Ranges potentially allowing charac-     To Post guard, a character must stand in a spot
         ters to attack others without occupying the same       and employ an Awareness Test.  This test takes place
         space while expands a character’s attack capabilities   during the character’s turn.  A character may only
         (see Basic Rules of Armed Combat found on page         perform one test during their turn taking 1 Stamina
         55).                                                   Point.  However, other Stamina Points may be used to

            If a character needs to move during a battle, the   perform other tasks.  A player may also pass on the
         character may do so during an “Action or Reaction      opportunity to perform this test.  Every hour of guard-
         Roll” or via Odds & Evens roll before the first        ing requires the GM to call for an Awareness Test
         “Action Roll” die is cast.                             versus the guarding character to check the alertness of
                                                                the guard due to boredom.  Failed rolls mean that the
            If a character wants to give chase to a fleeing op-  Character loses one (1) Awareness Point due to fa-
         ponent, that player must also apply the Individual     tigue.
         Movement rules of running.  To catch someone try-
         ing to flee, the character giving chase must at least   Using the Attribute Stealth
         equal the amount of yards traveled by the character       If a player wants the character to move and not be
         running away.  If the pursuing character catches their
                                                                detected, they need to employ their Stealth Points

                                                             45
   56   57   58   59   60   61   62   63   64   65   66