[ +- ] Gurps 4e w/calc
Create character
[ +- ] Character Details
| Age: 5'6" | Skin: 120
|
| Eyes: | Hair: 120
|
| HT:5'6" | WT:120 |
| ST: | 10
|
| DX: | 10
|
| IQ: | 10
|
| HT: | 10
|
| Will: | | 10
|
| Per: | |
|
| Spd: | | 5
|
| Mov: | | 5
|
| Dodge: | | 5 |
| Hit Points: | | 10
|
| Fatigue: | | 10
|
| Dodge: | | 8
|
| LIFT: |
|
| Swing: |
|
| Thrust: | |
Discussion
[table=]
Age: [_=5'6"] | Skin: [_=120]
Eyes: [_=] | Hair: [_=120]
HT:[_=5'6"] | WT:[_=120]
[/table][table=ht]Appearance
[_=][/table]
[table=]
ST: | [b][_st=10][/b]
DX: | [b][_dx=10][/b]
IQ: | [b][_iq=10][/b]
HT: | [b][_ht=10][/b]
Will: | [i][_$=iq][/i] | [b][_wl=10][/b]
Per: | [i][_$=iq][/i] | [b][_pr$=10][/b]
Spd: | [i][_$=(ht+dx)/2][/i] | [b][_sp=5][/b]
Mov: | [i][_$=floor(sp)][/i] | [b][_mv=5][/b]
Dodge: | [i][_$=floor(sp)+3][/i] | [b][_dg=5][/b]
[/table][table=]
Hit Points: | [i][_$=st][/i] | [b][_hp=10][/b]
Fatigue: | [i][_$=ht][/i] | [b][_fp=10][/b]
Dodge: | [i][_$=sp+3][/i] | [b][_dg=8][/b]
LIFT: [b][_lf$=(st*st)/5][/b] |
Swing: [_sw$=(st<5)?'1d6-4':(st<7)?'1d6-3':(st<9)?'1d6-2':(st=9)?'1d6-1':(st=10)?'1d6':(st=11)?'1d6+1':(st=12)?'1d6+2':(st=13)?'2d6-1':(st=14)?'2d6':(st=15)?'2d6+1':(st=16)?'2d6+2':(st=17)?'3d6-1':(st=18)?'3d6':(st=19)?'3d6+1':'3d6+2'] |
Thrust: [_th$=(st<5)?'1d6-5':(st<7)?'1d6-4':(st<9)?'1d6-3':(st<11)?'1d6-2':(st<13)?'1d6-1':(st<15)?'1d6':(st<17)?'1d6+1':(st<19)?'1d6+2':'2d6-1'] |
[/table]
[url=https://gamersplane.com/forums/thread/39414/?p=1989176#p1989176]Discussion [/url]
CALCULATION CONSTANTS: DO NOT MODIFY:000
| Concept Nickname | 0 | : | Points | 250 | 5
|
| Alias / Concept | S M | | | Total | Left |
| ST: | | | : | Will: | |
|
| DX: | | | : | Per: | |
|
| IQ: | | | : | Spd: | |
|
| HT: | | | : | Mov: | | |
Dmg Res
Head:
Torso:
Arm:
Hand:
Leg:
Foot:
Dodge
8
Block
Parry
| Advantage |
|
| Advantage |
|
| Perks |
|
| Disadvantage |
|
| Quirks | |
[table=zebra]
[_=Advantage ] | [_=]
[_=Advantage ] | [_=]
[_=Perks ] | [_=]
[_=Disadvantage] | [_=]
[_=Quirks] | [_=]
[/table]
[table=zebra]
[_=] | [_=] | [_=]
[_=] | [_=] | [_=]
[_=] | [_=] | [_=]
[_=] | [_=] | [_=]
[/table]
| Weapon/Tools | Damage/Effect | lbs | # | total
|
| Sword | 1d6 | 4 | 1 |
|
| Shield | | 4 | 1 |
|
| | | | |
|
| | | | | |
| Equipment Worn | lbs | # | total
|
| Leather Armor | 5 | 1 |
|
| | | 1 |
|
| | | 1 |
|
| | | 1 | |
[ +- ] Packed Gear
Tool Weight :
Equipment Weight :
| Item | lbs | # | total
|
| Rations (1 day) | 2 | 12 |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | | |
Total Load :
=
lift
Tool Weight : [_$=tlbs]
Equipment Weight : [_$=elbs]
[table=ht zebra]
Item | [f=small]lbs[/f] | # | [f=tiny]total[/f]
[_=Rations (1 day)] | [_lb=2] | [_nm=12] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[/table]
Total Load : [_ld$=tlbs+elbs+glbs] = [_$=floor(10*ld/lf)/10] lift
Encumbered : Movement:
& Dodge :
[ +- ] Notes
MANEUVERS
|
AIM (1): Aim a Ranged weapon/attack to get its Accuracy bonus (plus
|
additional +1 for two turns, +2 for three or more turns)
|
|
ALL-OUT ATTACK (3): +4 to hit (+1 for Ranged), or two Melee attacks on
|
same target, or +2 Melee damage – but NO DEFENSE!
|
|
ALL-OUT DEFENSE (1): +2 to one active defense, or two different defenses
|
against a single attack
|
|
ATTACK (1): Attack unarmed or with a ready weapon/ability
|
|
CHANGE POSTURE (0): Switch between standing, sitting, kneeling, crawling,
|
prone, or lying face up (lying to standing, two turns)
|
|
CONCENTRATE (1): Focus on a mental task
|
|
COMMITTED ATTACK (1): +2 to hit, or +1 damage (Melee only) – but -2 to
|
usable defenses (no Parry with the hand you attacked with, no Block
|
if you attacked with shield/cloak, no Dodge if you kicked.
|
Cannot Retreat)
|
|
DEFENSIVE ATTACK (1): -2 damage (Melee only) – but +1 to Parry or Block
|
(not Dodge), or +2 to DX roll to avoid falling if Kicking
|
|
DO NOTHING (0): Take no action
|
|
EVALUATE (1): Study a foe prior to a Melee Attack or Feint for a +1 bonus
|
per turn (max. of +3)
|
|
FEINT (1): Fake an attack to lower your target's active defense or next attack
|
roll by your Margin of Success. Contest of your attacking skill against
|
target's highest combat skill, cloak, shield, or DX (whichever highest)
|
|
MOVE AND ATTACK (6): Move and still attack at a penalty – for Ranged, the
|
worse of -2 or weapon's Bulk; for Melee, -4 (and a max. skill of 9)
|
|
MOVE (6): Do nothing but move
|
|
READY (1): Prepare a weapon or other item, reload a weapon, etc.
|
|
WAIT (var): Hold your action until something specific happens, then take an
|
Attack, All-Out Attack, Committed Attack, Defensive Attack, Feint,
|
| or Ready maneuver as normal |
ATTACK/DEFENSE OPTIONS
|
|
Deceptive Attack: Target suffers a -1 to all active defenses (or Dodge only, for Ranged attacks) for every -2 you take to your attacking skill
|
(minimum of 10)
|
Telegraphic Attack (Melee only): +4 to hit, but also +2 to target’s active defenses against that attack
|
|
Dual-Weapon Attacks: Attack with two hands at once, using bare hands, a ready one-handed Melee weapon, or a pistol. Each attack is at -4 to hit, with an additional -4 for the "off" hand (unless unarmed or Ambidextrous). Can target separate foes (must be adjacent for Melee). Both attacks on a single foe are at -1 to defend against.
|
|
Rapid Strike (Melee only): Make two attacks with a ready weapon, both at -6, to replace one normal attack. Can target separate foes
|
|
Flurry of Blows* (Melee only): Halve the penalty for Rapid Strike to -3 by spending 2 FP (1 FP per attack), OR…
|
|
Mighty Blow* (Melee only): Spend 1 FP to get the All-Out Attack damage bonus of +2 to an attack without losing defenses
|
|
Feverish Defense*: Spend 1 FP to add +2 to a single active defense roll
|
(except when All-Out Attacking)
|
|
Retreat (Melee only): once during your turn, move 1 hex away from an attacker for a +3 to Dodge, or +1 to Parry or Block
|
|
Dodge and Drop (Ranged only): once during your turn, drop prone for a +3 to Dodge against all Ranged attacks
|
|
| * A critical failure on these rolls causes an additional 1 HP of injury to arm or leg, no DR |
| ENCUMBRANCE | MOVE | DODGE
|
| None (0) = BL | BM × 1 | Dodge
|
| Light (1) = 2 × BL | BM × 0.8 | Dodge -1
|
| Medium (2) = 3 × BL | BM × 0.6 | Dodge -2
|
| Heavy (3) = 6 × BL | BM × 0.4 | Dodge -3
|
| X-Heavy (4) = 10 × BL | BM × 0.2 | Dodge -4 |
| Speed/Range | Distance
|
| Modifier | (range/speed)
|
| 0 | 2 yd or less
|
| -1 | 3 yd
|
| -2 | 5 yd
|
| -3 | 7 yd
|
| -4 | 10 yd
|
| -5 | 15 yd
|
| -6 | 20 yd
|
| -7 | 30 yd
|
| -8 | 50 yd
|
| -9 | 70 yd
|
| -10 | 100 yd
|
| -11 | 150 yd
|
| -12 | 200 yd
|
| -13 | 300 yd
|
| -14 | 500 yd
|
| -15 | 700 yd |
| HIT | LOCATION
|
| Modifier | Location
|
| 0 | Torso
|
| -2 | Arm/Leg
|
| -3 | Groin
|
| -4 | Hand
|
| -5 | Face
|
| -7 | Skull |
Imp or Pi attacks can
|
target vitals at -3 or
|
| eyes at -9 |
[table=ht zebra]MANEUVERS
AIM (1): Aim a Ranged weapon/attack to get its Accuracy bonus (plus
additional +1 for two turns, +2 for three or more turns)
ALL-OUT ATTACK (3): +4 to hit (+1 for Ranged), or two Melee attacks on
same target, or +2 Melee damage – but NO DEFENSE!
ALL-OUT DEFENSE (1): +2 to one active defense, or two different defenses
against a single attack
ATTACK (1): Attack unarmed or with a ready weapon/ability
CHANGE POSTURE (0): Switch between standing, sitting, kneeling, crawling,
prone, or lying face up (lying to standing, two turns)
CONCENTRATE (1): Focus on a mental task
COMMITTED ATTACK (1): +2 to hit, or +1 damage (Melee only) – but -2 to
usable defenses (no Parry with the hand you attacked with, no Block
if you attacked with shield/cloak, no Dodge if you kicked.
Cannot Retreat)
DEFENSIVE ATTACK (1): -2 damage (Melee only) – but +1 to Parry or Block
(not Dodge), or +2 to DX roll to avoid falling if Kicking
DO NOTHING (0): Take no action
EVALUATE (1): Study a foe prior to a Melee Attack or Feint for a +1 bonus
per turn (max. of +3)
FEINT (1): Fake an attack to lower your target's active defense or next attack
roll by your Margin of Success. Contest of your attacking skill against
target's highest combat skill, cloak, shield, or DX (whichever highest)
MOVE AND ATTACK (6): Move and still attack at a penalty – for Ranged, the
worse of -2 or weapon's Bulk; for Melee, -4 (and a max. skill of 9)
MOVE (6): Do nothing but move
READY (1): Prepare a weapon or other item, reload a weapon, etc.
WAIT (var): Hold your action until something specific happens, then take an
Attack, All-Out Attack, Committed Attack, Defensive Attack, Feint,
or Ready maneuver as normal [/table]
[table=ht zebra]ATTACK/DEFENSE OPTIONS
[b]Deceptive Attack[/b]: Target suffers a -1 to all active defenses (or Dodge only, for Ranged attacks) for every -2 you take to your attacking skill
(minimum of 10)
[b]Telegraphic Attack[/b] (Melee only): +4 to hit, but also +2 to target’s active defenses against that attack
[b]Dual-Weapon Attacks[/b]: Attack with two hands at once, using bare hands, a ready one-handed Melee weapon, or a pistol. Each attack is at -4 to hit, with an additional -4 for the "off" hand (unless unarmed or Ambidextrous). Can target separate foes (must be adjacent for Melee). Both attacks on a single foe are at -1 to defend against.
[b]Rapid Strike[/b] (Melee only): Make two attacks with a ready weapon, both at -6, to replace one normal attack. Can target separate foes
[b]Flurry of Blows*[/b] (Melee only): Halve the penalty for Rapid Strike to -3 by spending 2 FP (1 FP per attack), OR…
[b]Mighty Blow[/b]* (Melee only): Spend 1 FP to get the All-Out Attack damage bonus of +2 to an attack without losing defenses
[b]Feverish Defense*[/b]: Spend 1 FP to add +2 to a single active defense roll
(except when All-Out Attacking)
[b]Retreat [/b](Melee only): once during your turn, move 1 hex away from an attacker for a +3 to Dodge, or +1 to Parry or Block
[b]Dodge and Drop[/b] (Ranged only): once during your turn, drop prone for a +3 to Dodge against all Ranged attacks
[b]*[/b] A critical failure on these rolls causes an additional 1 HP of injury to arm or leg, no DR
[/table]
[table=]ENCUMBRANCE | MOVE | DODGE
None (0) = BL | BM × 1 | Dodge
Light (1) = 2 × BL | BM × 0.8 | Dodge -1
Medium (2) = 3 × BL | BM × 0.6 | Dodge -2
Heavy (3) = 6 × BL | BM × 0.4 | Dodge -3
X-Heavy (4) = 10 × BL |BM × 0.2 | Dodge -4
[/table][table=ht]
SPEED/RANGE TABLE
[/table][table=grid]
Speed/Range | Distance
Modifier | (range/speed)
0 |2 yd or less
-1 |3 yd
-2 |5 yd
-3 |7 yd
-4 |10 yd
-5 |15 yd
-6 |20 yd
-7 |30 yd
-8 |50 yd
-9 |70 yd
-10 |100 yd
-11 |150 yd
-12 |200 yd
-13 |300 yd
-14 |500 yd
-15 |700 yd
[/table][table=ht zebra]
HIT | LOCATION
Modifier |Location
0 |Torso
-2 |Arm/Leg
-3 |Groin
-4 |Hand
-5 |Face
-7 |Skull
[/table][table=ht]
Imp or Pi attacks can
target vitals at -3 or
eyes at -9
[/table]
[2column] [col]
[spoiler="Character Details"][abilities=Bio]
[table=]
Age: [_=5'6"] | Skin: [_=120]
Eyes: [_=] | Hair: [_=120]
HT:[_=5'6"] | WT:[_=120]
[/table][table=ht]Appearance
[_=][/table]
[table=]
ST: | [b][_st=10][/b]
DX: | [b][_dx=10][/b]
IQ: | [b][_iq=10][/b]
HT: | [b][_ht=10][/b]
Will: | [i][_$=iq][/i] | [b][_wl=10][/b]
Per: | [i][_$=iq][/i] | [b][_pr$=10][/b]
Spd: | [i][_$=(ht+dx)/2][/i] | [b][_sp=5][/b]
Mov: | [i][_$=floor(sp)][/i] | [b][_mv=5][/b]
Dodge: | [i][_$=floor(sp)+3][/i] | [b][_dg=5][/b]
[/table][table=]
Hit Points: | [i][_$=st][/i] | [b][_hp=10][/b]
Fatigue: | [i][_$=ht][/i] | [b][_fp=10][/b]
Dodge: | [i][_$=sp+3][/i] | [b][_dg=8][/b]
LIFT: [b][_lf$=(st*st)/5][/b] |
Swing: [_sw$=(st<5)?'1d6-4':(st<7)?'1d6-3':(st<9)?'1d6-2':(st=9)?'1d6-1':(st=10)?'1d6':(st=11)?'1d6+1':(st=12)?'1d6+2':(st=13)?'2d6-1':(st=14)?'2d6':(st=15)?'2d6+1':(st=16)?'2d6+2':(st=17)?'3d6-1':(st=18)?'3d6':(st=19)?'3d6+1':'3d6+2'] |
Thrust: [_th$=(st<5)?'1d6-5':(st<7)?'1d6-4':(st<9)?'1d6-3':(st<11)?'1d6-2':(st<13)?'1d6-1':(st<15)?'1d6':(st<17)?'1d6+1':(st<19)?'1d6+2':'2d6-1'] |
[/table]
[url=https://gamersplane.com/forums/thread/39414/?p=1989176#p1989176]Discussion [/url][/abilities]
[f=tiny color:black background-color:black]CALCULATION CONSTANTS: DO NOT MODIFY:[_tlbs=0][_elbs=0][_glbs=0][/f]
[/spoiler]
[/col] [col]
[table=center]
[_=Concept Nickname] | [_=0] | : | [f=small right]Points[/f] | [_=250] | [_=5]
[f=tiny]Alias / Concept[/f] | [f=tiny]S M[/f] ||| [f=tiny]Total[/f] | [f=tiny]Left[/f]
[/table]
[/col] [/2column]
[linebreak]
[2column] [col]
[table=]
ST: | [b][_$=st][/b] | [i][_=][/i] |:| Will: | [b][_$=wl][/b] | [i][_=][/i]
DX: | [b][_$=dx][/b] | [i][_=][/i] |:| Per: | [b][_$=pr][/b] | [i][_=][/i]
IQ: | [b][_$=iq][/b] | [i][_=][/i] |:| Spd: | [b][_$=sp][/b] | [i][_=][/i]
HT: | [b][_$=ht][/b] | [i][_=][/i] |:| Mov: | [b][_$=mv][/b] | [i][_=][/i]
[/table][table=]
LIFT: [b][_$=lf][/b] | Swing: [_$=sw] | Thrust: [_$=th]
[/table]
[/col] [col]
[f=][f=small float-right] [b]Dmg Res[/b]
Head: [_=]
Torso: [_=]
Arm: [_=]
Hand: [_=]
Leg: [_=]
Foot: [_=]
[/f] [f=centre float-left]Dodge
[_=8]
Block
[_=]
Parry
[_=][/f] [f=center][table=center rolls]Roll|3d6[/table][table=center compact]
HP: | [f=color:white background-color:black bold border centre] [f=color:black background-color:white][_=10][/f]/[_$=hp] [/f] | [i][_=][/i]
FP: | [f=color:white background-color:black bold border centre] [f=color:black background-color:white][_=10][/f]/[_$=fp] [/f] | [i][_=][/i]
[/table][/f][/f]
[/col] [/2column]
[linebreak]
[2column] [col]
[abilities=Perks & Quirks][table=zebra]
[_=Advantage ] | [_=]
[_=Advantage ] | [_=]
[_=Perks ] | [_=]
[_=Disadvantage] | [_=]
[_=Quirks] | [_=]
[/table][/abilities]
[/col] [col]
[abilities=Skills][table=zebra]
[_=] | [_=] | [_=]
[_=] | [_=] | [_=]
[_=] | [_=] | [_=]
[_=] | [_=] | [_=]
[/table][/abilities]
[/col] [/2column]
[linebreak]
[2column] [col]
[table=ht roll]
Weapon/Tools | [f=small]Damage/Effect[/f] | [f=small]lbs[/f] | # | [f=tiny]total[/f]
[_=Sword] | [_=1d6] | [_lb=4] | [_nm=1] | [_tlbs$=tlbs+lb*nm]
[_=Shield] | [_=] | [_lb=4] | [_nm=1] | [_tlbs$=tlbs+lb*nm]
[_=] | [_=] | [_lb=] | [_nm=] | [_tlbs$=tlbs+lb*nm]
[_=] | [_=] | [_lb=] | [_nm=] | [_tlbs$=tlbs+lb*nm]
[/table]
[/col] [col]
[table=ht]
Equipment Worn | [f=small]lbs[/f] | # | [f=tiny]total[/f]
[_=Leather Armor] | [_lb=5] | [_nm=1] | [_elbs$=elbs+lb*nm]
[_=] | [_lb=] | [_nm=1] | [_elbs$=elbs+lb*nm]
[_=] | [_lb=] | [_nm=1] | [_elbs$=elbs+lb*nm]
[_=] | [_lb=] | [_nm=1] | [_elbs$=elbs+lb*nm]
[/table]
[/col] [/2column]
[linebreak]
[2column] [col]
[spoiler="Packed Gear"]
[abilities=Gear]Tool Weight : [_$=tlbs]
Equipment Weight : [_$=elbs]
[table=ht zebra]
Item | [f=small]lbs[/f] | # | [f=tiny]total[/f]
[_=Rations (1 day)] | [_lb=2] | [_nm=12] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[_=] | [_lb=] | [_nm=] | [_glbs$=glbs+lb*nm]
[/table]
Total Load : [_ld$=tlbs+elbs+glbs] = [_$=floor(10*ld/lf)/10] lift
[/abilities][/spoiler] Encumbered : Movement: [_$=(ld<lf)?mv:(ld<lf*2)?mv*0.8:(ld<lf*3)?mv*0.6:(ld<lf*4)?mv*0.4:(ld<lf*5)?mv*0.2:0] & Dodge : [_$=(ld<lf)?dg:(ld<lf*2)?dg-1:(ld<lf*3)?dg-2:(ld<lf*4)?dg-3:(ld<lf*5)?dg-4:dg-5]
[/col] [col]
[spoiler="Notes"][abilities=Notes]
[table=ht zebra]MANEUVERS
AIM (1): Aim a Ranged weapon/attack to get its Accuracy bonus (plus
additional +1 for two turns, +2 for three or more turns)
ALL-OUT ATTACK (3): +4 to hit (+1 for Ranged), or two Melee attacks on
same target, or +2 Melee damage – but NO DEFENSE!
ALL-OUT DEFENSE (1): +2 to one active defense, or two different defenses
against a single attack
ATTACK (1): Attack unarmed or with a ready weapon/ability
CHANGE POSTURE (0): Switch between standing, sitting, kneeling, crawling,
prone, or lying face up (lying to standing, two turns)
CONCENTRATE (1): Focus on a mental task
COMMITTED ATTACK (1): +2 to hit, or +1 damage (Melee only) – but -2 to
usable defenses (no Parry with the hand you attacked with, no Block
if you attacked with shield/cloak, no Dodge if you kicked.
Cannot Retreat)
DEFENSIVE ATTACK (1): -2 damage (Melee only) – but +1 to Parry or Block
(not Dodge), or +2 to DX roll to avoid falling if Kicking
DO NOTHING (0): Take no action
EVALUATE (1): Study a foe prior to a Melee Attack or Feint for a +1 bonus
per turn (max. of +3)
FEINT (1): Fake an attack to lower your target's active defense or next attack
roll by your Margin of Success. Contest of your attacking skill against
target's highest combat skill, cloak, shield, or DX (whichever highest)
MOVE AND ATTACK (6): Move and still attack at a penalty – for Ranged, the
worse of -2 or weapon's Bulk; for Melee, -4 (and a max. skill of 9)
MOVE (6): Do nothing but move
READY (1): Prepare a weapon or other item, reload a weapon, etc.
WAIT (var): Hold your action until something specific happens, then take an
Attack, All-Out Attack, Committed Attack, Defensive Attack, Feint,
or Ready maneuver as normal [/table]
[table=ht zebra]ATTACK/DEFENSE OPTIONS
[b]Deceptive Attack[/b]: Target suffers a -1 to all active defenses (or Dodge only, for Ranged attacks) for every -2 you take to your attacking skill
(minimum of 10)
[b]Telegraphic Attack[/b] (Melee only): +4 to hit, but also +2 to target’s active defenses against that attack
[b]Dual-Weapon Attacks[/b]: Attack with two hands at once, using bare hands, a ready one-handed Melee weapon, or a pistol. Each attack is at -4 to hit, with an additional -4 for the "off" hand (unless unarmed or Ambidextrous). Can target separate foes (must be adjacent for Melee). Both attacks on a single foe are at -1 to defend against.
[b]Rapid Strike[/b] (Melee only): Make two attacks with a ready weapon, both at -6, to replace one normal attack. Can target separate foes
[b]Flurry of Blows*[/b] (Melee only): Halve the penalty for Rapid Strike to -3 by spending 2 FP (1 FP per attack), OR…
[b]Mighty Blow[/b]* (Melee only): Spend 1 FP to get the All-Out Attack damage bonus of +2 to an attack without losing defenses
[b]Feverish Defense*[/b]: Spend 1 FP to add +2 to a single active defense roll
(except when All-Out Attacking)
[b]Retreat [/b](Melee only): once during your turn, move 1 hex away from an attacker for a +3 to Dodge, or +1 to Parry or Block
[b]Dodge and Drop[/b] (Ranged only): once during your turn, drop prone for a +3 to Dodge against all Ranged attacks
[b]*[/b] A critical failure on these rolls causes an additional 1 HP of injury to arm or leg, no DR
[/table]
[table=]ENCUMBRANCE | MOVE | DODGE
None (0) = BL | BM × 1 | Dodge
Light (1) = 2 × BL | BM × 0.8 | Dodge -1
Medium (2) = 3 × BL | BM × 0.6 | Dodge -2
Heavy (3) = 6 × BL | BM × 0.4 | Dodge -3
X-Heavy (4) = 10 × BL |BM × 0.2 | Dodge -4
[/table][table=ht]
SPEED/RANGE TABLE
[/table][table=grid]
Speed/Range | Distance
Modifier | (range/speed)
0 |2 yd or less
-1 |3 yd
-2 |5 yd
-3 |7 yd
-4 |10 yd
-5 |15 yd
-6 |20 yd
-7 |30 yd
-8 |50 yd
-9 |70 yd
-10 |100 yd
-11 |150 yd
-12 |200 yd
-13 |300 yd
-14 |500 yd
-15 |700 yd
[/table][table=ht zebra]
HIT | LOCATION
Modifier |Location
0 |Torso
-2 |Arm/Leg
-3 |Groin
-4 |Hand
-5 |Face
-7 |Skull
[/table][table=ht]
Imp or Pi attacks can
target vitals at -3 or
eyes at -9
[/table][/abilities][/spoiler]
[_=]
[/col] [/2column]
Updated sheet with calculations
do basic character creation in the top left spoiler and calculations will push into sheet
Last edited December 20, 2025 1:35 am