ARGAME

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Rules

Athletics | Climbing | Gymnastics | Running | Swimming | | Biotech | First Aid | Surgery | Cybertechnology | | Close Combat | Blades | Clubs | Unarmed | Wrestling | | Firearms | | Longarms | Pistols | Support Machine Guns | | Heavy Weapons | Artillery | Grenade Launcher | Missile | Mortar | | | | Interaction | Interrogate | Interview | Intimidate | Leadership | Negotiation | Seduction | | Survival | Arctic | Desert | Forest | Mountain | Tracking | | Piloting | Aerospace | Aircraft | Anthroform | Exotic Vehicle (specific) | Ground Vehicle | Watercraft | | Awareness | Intuition | Visual | Hearing | | Etiquette | Street | Government | Corporate | Military | Foreign | Magical | | Ritual Magic | Ritual | Counterspelling | | Projectiles | Bows |

Athletics
ClimbingWhen climbing, make a (12) check each 10 AP. Failure forces a Strength save to avoid falling. Success moves the character 3 meters (% +1m). When climbing, * is required to make an attack.
GymnasticsFalling damage is reduced by 1d6 per % scored. Jump height is .33m (S: +.33m; * +.66m; ** +1m; *** +1m and +1d4 x .33m . Jump length is 2x height +25% of movement speed prior to the jump.
RunningWhen running (5 AP for 5m), make a (12) check. Success moves the character 6m (% +1m).
SwimmingWhen swimming, make a (12) check each 8 AP. Failure causes 1d10 mortal damage and results in no movement (or other actions). The character moves 3m with success (% +1m). When swimming, * is required from the last check to make an attack.
Biotech
First AidFirst Aid takes up to 24 AP and requires a (15) check (S: 24 AP; % -1d6 AP). With success, at the end of this time, the target loses the Bleeding feat and heals 1d6 damage. Failure does not prevent trying again after the 24AP pass. Rough handling or a new Death Save will restart the bleeding. Having a medkit available when the check is made lowers the target to (12). A Med Facility lowers the target to (9). Working on yourself (if you are conscious) increases the target +3 and doubles the base time.
SurgerySurgery: A check taking 1d6x5 minutes against the victim's healing target will heal 1d6 wounds per success. Working on yourself (if you are conscious) increases the difficulty +3 and doubles the base time. Natural healing after surgery recovers 1d6 Accumulated damage + the result of an average Body check per day.
CybertechnologyThis concentration is used when healing victims with 150+ Tech of Cyberwear. A -2 Skill Mod applies unless you are Concentrated or Specialized.
Close CombatMelee punch/knife attacks typically roll 1d8 for their hit locations while kick attacks roll 1d12. Weapons longer than knives roll 1d12.
BladesKick attacks require * to hit. Kick attacks do +2 / die of damage.
ClubsTo parry a melee attack takes 2AP. Roll a trivial (easy if unarmed vs. armed) check and compare the result to the difficulty result the attacker faced. Subtract the higher value from the attacker's successes.
Unarmed
WrestlingTo initiate a grapple requires * if unarmed or ** if armed. The opponent gets a Dexterity or Strength (GM's choice) save to avoid the grapple. Grappling characters automatically lose 2 AP every action but for 3 AP (really 5 AP) can make (10 + opponent's Strength) checks to cost the opponent (S: 1d4 AP; * 1d8 AP; ** 1d12 AP; *** 2d8 AP). NOTE that letting the opponent go gives him back any remaining lost AP. Otherwise, 3 unopposed AP is required to escape a grapple.
FirearmsAimed attacks typically cost 3 AP. They roll 1d12 for hit location though this is changed to 1d8 or 1d8+4 at Close range. Burst fire adds +1 die to the damage.
Snap Shot: You may fire your semi automatic weapon for 2 AP but at -4 to hit.
LongarmsDouble Tap attacks may be made for 3 AP. Successes must be split between the attacks (so it costs * for the 2nd attack to hit). Each attack's damage is resolved separately.
Pistols
Support Machine GunsAutomatic fire costs 4 AP for 4-10 bullets or 7 AP for 11-20 (+1d6 unless you have a smartlink 2 - Note AP cost of exceeding 10 bullets). Roll a firearms check with +1S per extra bullet fired. For every 1 AP spent in the 10° cone roll (Bullets/4)d20. If the bullets fired do not evenly divide, randomly determine if the "extra" counts. Your 1d20 + Recoil Comp. base hit chance is based on range (17 Short; 19 Medium; 21 Long; 24 Extreme). A bullet strikes a target for each roll greater than or equal to your modified hit chance. Roll one hit location. Add +1 to each damage die for every extra bullet that hits. Hits may not be modified by feats. If the target is moving into melee versus automatic fire add +3 to the hit chance. Dodging an automatic fire attack automatically result in the target becoming prone. Automatic fire suffers -4 to hit a prone target.
Heavy Weapons
Artillery
Grenade Launcher
Missile
Mortar
Suppressive Fire requires a Resolve save to move into the suppressed area (a 10° cone). The AP spent determines how long the effect lasts. At least 1 bullet must be fired per AP spent. Each extra bullet (per AP) raises the save target by 2. Semi automatic weapons can fire up to 2 bullets per AP. Fully automatic fire can fire up to 4 bullets per AP. If odd extra bullets are fired randomly determine whether an extra "+2" is applied to the save. At any time suppressive fire may be ended to make an attack.
InteractionIn general the effect of Bribery is relative to the economic circumstance of the target. One day's wages gives a +1 bonus. Three day's wages grants +2. One week's wages gives +3. One month's gives +5. One year's gives +10.
InterrogateInterrogation (10 + Resolve) yields (S: minor information; * major information; ** critical information; *** complete information). Each roll takes 1d6/2 hours (+4 Target changes time to 1d6 minutes). If the target survives, each 10% Death Save dealt to the target lowers the Interrogation target by (-1).
InterviewTo trick information out of someone in a conversation without them realizing it roll a (14 + Intelligence) check (S: minor information; * major information; ** critical information; *** complete information). A check is required for each question. A failure indicates the target breaks off the conversation.
IntimidateTo intimidate roll a (15) check to succeed (S: vs Resolve 1; * Resolve 3; ** Resolve 5; *** Resolve 8). Having bigger guns adds +3. Having bigger melee weapons adds +2. Success grants a +2 bonus on other interactions with the target for the rest of the encounter.
LeadershipConvincing someone to do something requires a (20) target (S: vs Resolve 1; * Resolve 3; ** Resolve 5; *** Resolve 8). (+10) if the idea is really beneficial to the target; (+5) if the idea is mildly beneficial to the target; (+1 Resolve) if the idea is morally abhorent or mildly dangerous; (+3 Resolve) if the idea is really dangerous; (+5 Resolve) if the idea will almost surely result in major harm/death. Using the above as a guidline can indicate how bribes impact the target's decision.
NegotiationNegotiations are conducted by role playing but NPC offers should be adjusted by +/-10% per * scored with a (12) target.
SeductionSeduction is accomplished by spending time with the target and making one roll per 30 minutes. ****** (6) must be scored to be successful if the target is open to the idea. If the target is resistant, 2x - 4x the * may be required. The target is (10 + Resolve). Note, depending on the target's expectations there may be a cost for each roll. Success makes the target a contact and grants a * bonus to all other interactions while the relationship lasts. After it ends the target may be purchased as a contact normally.
Survival
ArcticTo determine how much time must be spent per 24 hour period simply meeting your basic needs (food and water) roll a Survival (12) check {S: Spend 16 hours; * 10 hours; ** 6 hours; *** 4 hours; % Provide for 1 additional person}. Dice pool modifiers for unusual conditions are: Very Harsh: -4; Harsh: -2; Plentiful: +2
Desert
Forest
MountainThe character can read tracks to determine what happened in the past. (S: yields ordinary information and move at 1/2 speed; ** yield extraordinary information; * Move at full speed). The target for this is (12) +/- 2 for each modifying factor (soft or hard terrain, concrete, rain, snow, etc.). New checks are required when the tracking conditions change. This skill can negate the Urban/Rural Evasion skills.
Tracking
Piloting
AerospaceVehicle's move 1/2 their current MPH in meters every 1 AP in tactical situations. At a cost of 1 AP ground vehicles may make one 45° turn every 3 AP if they are moving 30 MPH or less (+1 AP between turns every 30 MPH). To make another turn requires the driver to spend 1 AP and make a (Maneuverability) test (each * lowers the AP between turn requirement by 2). Additional turns add +1 to the successes required. Sideslipping requires (-1) successes. NOTE the vehicle moves every AP spent by the driver. If maneuvering is required the driver must spend the required AP when this happens or he crashes. Air vehicles turn 45° per 3 AP at 1/4 speed +1 per 1/4 speed.
Aircraft
Anthroform
Exotic Vehicle (specific)
Ground Vehicle
WatercraftAs a general rule the time between strafing attacks is x 8 if the new attack angle is 45° off the reciprocal of the last attack angle or x10 if it is parrallel to the last attack. Subtract the multiplier for each * scored.
AwarenessThe character uses this skill to notice things that are not immediately obvious. The base target is usually (12). Dice are modified by +8 for darkness, +2 if running, +2 to +8 for 33%-90% cover. NOTE that when opposing a Stealth check, only the running modifier applies.
IntuitionUsed to discover whether the character is aware of something that is not obvious. See the Stealth skill for details on noticing hiding people. It is also used to determine whether a character is surprised or not with each % giving back 1 AP.
VisualUsed to notice detail.
Hearing(0) target to determine how long you must search (% 1 m³ per 30 AP or 1/2 minute) to find hidden objects (you fail if you stop too early and must determine how long you search before the roll is made).
Etiquette
StreetEtiquette checks typically take 1d4 hours. They are conducted by rolling 1d100 + your Etiquette skill.
Government
Corporate
Military
Foreign
Magical
Ritual Magic
RitualRitual magic allows a mage to store mana in a temporary ritual construct rather than internally. While performing a ritual he can store mana equal to the participants' cumulative Ritual Magic skill level each hour. He can maintain a ritual for no more than 2x the lowest group member's Resolve hours. When he wishes he may release the mana to cast the spell. If the ritual is interrupted there is an explosion of electrical energy dealing 1d4 mortal damage per mana stored to everyone within 10 meters. A spell cast through ritual may only be sustained by at least one participant continuing the ritual or by one of the participants with a magic attribute equal or greater than the drain sustaining it normally. Rituals require 200¥ + 50¥ / Mana in ritual materials. A 3m diameter ritual circle is always required. Increase the diameter of the circle by 1m per additional participant. NOTE the circle quality can leak mana: Quickly drawn: -2 mana per hour; temporary: -1 mana per hour.
CounterspellingTo counterspell a spell takes 4AP. Roll a trivial check and compare the result to the difficulty result the caster faced. Subtract the higher value from the caster's successes. If the spell is countered the energy is released in a dazzling light show that causes 1 point of flash blindness to anyone who fails a Dexterity save.
Projectiles
BowsLoading a Bow and Arrow costs 6 AP. Once the arrow is prepared it may be released as a normal attack.
Cross BowsLoading a Crossbow costs 10 AP.
Thrown Weapons
Stealth
ShadowThis skill is used to follow someone without being recognized. It does not mean you are unseen. The target is (12 + the target's Awareness: Intuition). Success lasts 1d6 minutes (% x2 time). The target is modified by terrain: Tight -3; Normal +0; Open +3.
SneakThis skill decreases the chance you will be noticed while sneaking by 3% per level.
Urban EvasionThis skill is used when you are being hunted in an urban environment but have not been seen. To successfully break contact requires a check against the target below. The time necessary to throw off the pursuit is 1d6x10 minutes (% 1/2 the time). If the full time is not spent roll percentile dice vs. what percent WAS spent to determine whether you are chanced upon. The target is based on the level of pursuit or security rating of the district you are in: AAA: 18; AA: 16; A:14; B: 13; C: 12; D: 10; F: 8
Rural EvasionThis skill is used when you are being hunted in a rural environment but have not been seen. To successfully break contact requires a check against the target below. The time necessary to throw off the pursuit is 1d6x10 minutes (% 1/2 the time). If the full time is not spent roll percentile dice vs. what percent WAS spent to determine whether you are chanced upon. The target is based on terrain and the level of pursuit: Open Terrain: 14; Tight Terrain: 12; Per Additional Pursuit Party: +1; Air Pursuit: +3.
Knowledge: ForgeryYour character has the tools and talent to create fake printed documents. Doing this requires (4+) * on an extended check with a base time of 1d4 hours. Creating false currency is possible but requires a check for each bill. Note that large bills or bearer bonds are likely to be checked unless the mark trusts you. Each document costs 5¥ to produce. The target is (18) but can be reduced to (15) with a Forgery Kit or (12) with a Forgery Workshop.
Knowledge: SmugglingSmuggling goods costs 10% of the good's base cost per 1000 miles moved. There is a 1/10 chance the goods are intercepted. It takes 1d4 days / 3000 miles moved. A Smuggling (12) check {% reduce base cost by 20%; * Reduce interception chance to 1/12; *** Reduce interception chance to 1/20; % reduce time by 1/2} can help. The base cost to move a character is 3¥ per mile moved.
Knowledge: Street EtiquetteThis represents your personal Etiquette: Street knowledge. The target is based on how common the knowledge is: Restricted (20); Normal (15); Current News (12); Widespread Coverage (9)
Knowledge: Corporate EtiquetteThis represents your personal Etiquette: Corporate knowledge. The target is based on how common the knowledge is: Restricted (20); Normal (15); Current News (12); Widespread Coverage (9)
Knowledge: Government EtiquetteThis represents your personal Etiquette: Government knowledge. The target is based on how common the knowledge is: Restricted (20); Normal (15); Current News (12); Widespread Coverage (9)
Knowledge: Foreign EtiquetteThis represents your personal Etiquette: Foreign knowledge. The target is based on how common the knowledge is: Restricted (20); Normal (15); Current News (12); Widespread Coverage (9)
Knowledge: Magical EtiquetteThis represents your personal Etiquette: Magical knowledge. The target is based on how common the knowledge is: Restricted (20); Normal (15); Current News (12); Widespread Coverage (9)
Knowledge: Military EtiquetteThis represents your personal Etiquette: Military knowledge. The target is based on how common the knowledge is: Restricted (20); Normal (15); Current News (12); Widespread Coverage (9)
Knowledge: SecurityThis represents knowledge of security devices/techniques. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: HistoryThis represents knowledge of history. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: EconomicsThis represents knowledge of how goods and services change hands. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: BiologyThis represents knowledge of animal species. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: BotanyThis represents knowledge of plant species. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: ChemistryThis represents knowledge of chemistry. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: ArchitectureThis represents knowledge of architecture. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: EngineeringThis represents knowledge of physics and engineering. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: SportsThis represents knowledge of sports. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: DemolitionsDisarming a device requires an open (15) check. The dice modifier is based on how long the disarming character wishes to spend on each check: (+4) 1 Hour; (+0) 1 minute; (-4) 3d6 AP. The check may be modified by anti-tamper devices. You must accumulate enough * to disarm the device (typically ******). Each failed check has a cumulative 1/6 chance of detonating the device. Setting explosives increases the effect by 25% per *.
Knowledge: ActingActing requires a (12) target. ** yields an exceptional performance (your own mother would not know you).
Knowledge: DancingDancing requires a (12) target with ** an exceptional performance.
Knowledge: DisguiseDisguising one's appearance requires a (12) target and 1d6 x 5 minutes. (A 3 Intelligence is required to realize something is "off"; % +1 Intelligence required; % Reduce the time required by 1/2). Disguising yourself as a specific person subtracts 1d6-2 from the * scored (roll secretly). In this case the disguise works normally as a generic disguise if the mod causes it to fail as a specific disguise. NOTE An Entertainment: Acting check may be required to successfully carry off the disguise. A voice mask may reduce or eliminate this need if you open your mouth if you are impersonating someone specific. Glamour adds ** to the result or reduces the time required to 5 AP.
Knowledge: Musical InstrumentMusical Instruments require a (12) target with ** producing an exceptional performance. Note the target is (20) without the feat appropriate to the instument being played.
Knowledge: Magical TheoryThis skill represents general knowledge of how magic works. It can be used to gain information on what is possible or not, as well as how difficult something is. When analyzing a person viewed in astral space this skill can tell you {S: Whether the subject is healthy, his emotional state, and whether he is awakened; *: How much cyberware he has and where it is and what ails him (toxin, damage level, etc.); **: If he is initiated; ***: What level initiate he is}. With magic effects {S: Type of effect (evocation, etc.); *: What it does; **: Recognize caster if you see him; ***: Use spell as focus to locate caster/creator}
Knowledge: SingingSinging requires a (12) target with ** producing an exceptional performance.
Knowledge: Escape ArtistTo escape ropes you must score * equal to the number of minutes spent tying you up (maximum 10) in an extended (2) test with a base time of 1d4 minutes. If a check is failed before your succeed, escape is impossible until the situation changes. Rope Mastery subtracts ** from the requirement and means failed rolls do not make the check impossible. Eventual success is guaranteed. Rope mastery used tying someone up doubles the * required to escape. Escaping Professional Restraint Devices halves your dice pool.
Knowledge: LockpickingTo pick a lock you must score (*x5+) on an extended (1) test with a base time of 1d6 combat rounds. Note equipment can modify the * required and the base time considerably. Cracking a safe has a base time of 1d20 combat rounds.
Knowledge: Pick Pocket To pick a pocket and steal a wallet roll a Knowledge: Pick Pocket (10 + the target's Awareness: Intuition) check. -5 if the target suspects you. {* Steal a pistol. ** Steal a SMG. *** Steal a rifle} Sleight of Hand requires a successful Knowledge: Pick Pocket (13) check (% add +1 to the Awareness target) and an Awareness: Visual level of 3 is required to notice if it is successful.
Knowledge: ElectronicsThis skill is used to repair damaged computer hardware. Repairs are made by spending a short rest working on the computer (negating the rest's other benefits) and rolling a Computer: Hardware (12) check {% remove 1 box of damage}. This represents removing viruses, defragging drives, etc. and can be repeated until the deck is fully restored. Using a full rest, you may automatically remove a number of damage boxes equal to this skill level. This skill also is used to defend yourself against damaging IC (see decking rules). This skill also works as a knowledge skill (see other Schooling descriptions) and can be used to bypass electronic alarms (see Lockpicking).
Knowledge: ComputersThis skill is used to operate computers. It is most commonly used in internet searches to aid Etiquette checks. To do this roll Computers: Operations + Etiquette (2) . Treat the result as a normal Etiquette check but the base time is only 1 hour. This skill is also used when decking (see decking rules).
Knowledge: LawThis represents knowledge of law. The target will vary from (9+) based on how uncommon the knowledge is (15 average). {S: The character has specific, useful knowledge; * The character is well versed about this particular issue; ** The character knows odd or esoteric knowledge; *** The character knows knowledge that has been held secret)
Knowledge: MechanicsThis skill represents knowing how to fix things. {S: Repair light wound; %: Increase wound repaired one degree}. The target is (18) but can be reduced to (15) with a kit or (12) with a shop. The base time per roll is 1d4 hours {%: -1 hour}.
Knowledge: Current EventsThis skill represents how "clued in" the character is on what is going on the the social and pop culture scenes.
Knowledge: LanguageLanguage skills are rated level 1-4. Characters speak their native language at a level equal to their Intelligence (Max 4).

 

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