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ToAd 5.0 |
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Action Modifiers |
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| Encumberment |
Being heavily encumbered brings a penalty to all actions. Because encumberment often changes during an adventure, this penalty is not factored into ones character sheet.
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| Movement |
Movement modifies actions made while moving. These penalties are taken during the round of movement whether one has yet to move or not. If swimming, fishing, flying, etc. is your character's natural form of movement (like Walk for humans) then no penalty is taken Energy Drain: Running drains 1 point of Vit per minute of jogging. Sprinting is movement with an Exertion Bonus. It drains 1 point Vit per round and the character may not use the Exertion Bonus option..
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| Guessed Ranges |
For when you don't want to get out the miniatures or are dealing with too great a range.
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| Guessed Explosions |
These are the Action Strengths used by the blast in making an attack.
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| Random Damage |
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| Assorted Modifiers |
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Physical Combat Cheat Sheet |
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| Initiative |
Who Strikes First: Normally player character strike first and the GM's creatures go last, but when attacked the option to retaliate is always there, and that is when initiative is checked. Two characters trying to decide who strikes first roll 1-10 and add it to their speed score. The one with the highest score strikes first. Caught by Surprise: -10 Speed Exertion Bonus: +1 Speed for every +1 Bonus. It consumes all of ones Exertion Bonus. Sheathed Weapon: -20 Speed Parting Shot: 5 points Speed difference. |
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| Range |
Melee Attacks: Range is most often used with minatures. One is either in range and can be hit or is out of range and cannot. Ranged Attacks: Distance brings with it a penalty, see the Ranged Attacks Table. Explosive Attacks: Distance determines the explosion's Action Strength, see the Explosions table. |
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| Defense |
Statement of Defense: Once you tell your opponent your Defense Score you cannot change it. Total Defense: The default defense score. Grab Defense: The defense against being hit as a target. Surprise Defense: A defender caught off guard, it is everything but Shield and Dodge skill. Prone Defense: A defender caught sleeping. Armor only! Armor Damage: Armor can absorb up to half the Wear and Tear, but it destroys the DEF magic bonuses first. Flanked!: Characters attacked from two different directions (a 180o split) must use Surprise Defense against the attack ones back is turned to. Knocked Down: It takes a Reflex Action Check (or appropriate skill) to get back up, may be made as a multiple action. Knocked down characters use their Surprise Defense. Parrying: A parry is a multiple action. It adds the attack's Par score to the character's defense. Sneak Attacks: Sniper fire, backstabs, etc. Are defended against with ones Prone Defense. |
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| Offense |
Attacks of Opportunity: Do not exist in the ToAd. However, you may not move through an opponent or through the steps to the left and right of that opponent without a special skill. Blind Fighting: Unless a skill or talent negates it. Attacker takes a -8 Penalty. Shields work but parries do not. Charging: No parries. Surprise Defense. Attack only against 1 opponent. Gains a+1 Bonus per SPM of declared movement (irregardless of actual distance travelled). On contact both offense and defense need to make reflex reaction check to remain standing. This check gains a +/- 1 modifier for the difference in their Weight Defense. Concentration: A bonus for mental action (ex: ranged combat) Burns 1 Fort. Use only once per round. Exertion: A bonus for physical action (ex: melee combat) Burns 1 Vit. Use only once per round. Wrestling: A wrestling attack vs. Grab Defense lands a hold. Breaking free requires an action whose final strength is greater than the final strength of the hold. Defending against this is the muscle strength of the wrestler maintaining the hold. Maintaining a hold counts as ones action for the moment. Both wrestlers defend against outside attacks using Prone Defense. Unfamiliar Weaponry: Use General Attack Hit Score if nothing better can be found. |
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| Damage |
Wear &: Tear: Damage is listed like this 84. The big number is Current Vit lost. The small number is Physical Wounds lost. Unconsciousness: Loss of either Parent Ability, character will wake up after recovering 1 point above zero. Death: Happens when all of ones mental or physical wounds are depleted and the character goes unconscious. Damage Type: Determines how much tear damage is done by a certain kind of wear damage. The character creator automatically figures this out for your attacks.
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Ranged Attacks |
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Steps |
r.25 |
r.5 |
r.75 |
r1 |
r1.5 |
r2 |
r3 |
r4 |
r5 |
r6 |
r7 |
|
0 |
0 |
0 |
0 |
0 |
0 |
-2 |
-4 |
-6 |
-8 |
-10 |
-10 |
|
1 |
-1 |
0 |
0 |
0 |
0 |
0 |
-2 |
-4 |
-6 |
-8 |
-10 |
|
2 |
-2 |
-1 |
-1 |
0 |
0 |
0 |
0 |
-2 |
-4 |
-6 |
-8 |
|
3 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
0 |
-2 |
-4 |
-6 |
|
4 |
-3 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
0 |
-2 |
-4 |
|
5 |
-4 |
-2 |
-2 |
-1 |
-1 |
0 |
0 |
0 |
0 |
0 |
-2 |
|
6 |
-5 |
-2 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
0 |
0 |
|
7 |
-6 |
-3 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
0 |
0 |
|
8 |
-6 |
-3 |
-2 |
-2 |
-1 |
-1 |
0 |
0 |
0 |
0 |
0 |
|
9 |
-7 |
-4 |
-3 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
0 |
|
10 |
-8 |
-4 |
-3 |
-2 |
-2 |
-1 |
-1 |
0 |
0 |
0 |
0 |
|
11 |
-9 |
-4 |
-3 |
-2 |
-2 |
-1 |
-1 |
0 |
0 |
0 |
0 |
|
12 |
-10 |
-5 |
-4 |
-2 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
|
13 |
-10 |
-5 |
-4 |
-3 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
|
14 |
-11 |
-6 |
-4 |
-3 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
0 |
|
15 |
-12 |
-6 |
-5 |
-3 |
-2 |
-1 |
-1 |
-1 |
-1 |
0 |
0 |
|
16 |
-13 |
-6 |
-5 |
-3 |
-2 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
|
17 |
-14 |
-7 |
-5 |
-3 |
-3 |
-2 |
-1 |
-1 |
-1 |
0 |
0 |
|
18 |
-14 |
-7 |
-5 |
-4 |
-3 |
-2 |
-1 |
-1 |
-1 |
-1 |
0 |
|
19 |
-15 |
-8 |
-6 |
-4 |
-3 |
-2 |
-1 |
-1 |
-1 |
-1 |
0 |
|
20 |
-16 |
-8 |
-6 |
-4 |
-3 |
-2 |
-1 |
-1 |
-1 |
-1 |
0 |
Instructions: Steps is the distance of the target from the shooter. Range is the r-number of the weapon. The numbers in the table are action modifiers. Long range weaponry will take a penalty for close range shots but never more than -10. |
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Explosions |
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Steps |
e.25 |
e.50 |
e.75 |
e1 |
e1.5 |
e2 |
e3 |
e4 |
e5 |
e6 |
e7 |
|
0 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
32 |
|
1 |
x |
16 |
20 |
24 |
26 |
32 |
32 |
32 |
32 |
32 |
32 |
|
2 |
x |
x |
8 |
16 |
20 |
24 |
32 |
32 |
32 |
32 |
32 |
3 |
x |
x |
x |
8 |
14 |
24 |
24 |
32 |
32 |
32 |
32 |
|
4 |
x |
x |
x |
x |
8 |
16 |
24 |
24 |
32 |
32 |
32 |
|
5 |
x |
x |
x |
x |
2 |
16 |
24 |
24 |
24 |
32 |
32 |
|
6 |
x |
x |
x |
x |
x |
8 |
16 |
24 |
24 |
24 |
32 |
|
7 |
x |
x |
x |
x |
x |
8 |
16 |
24 |
24 |
24 |
24 |
|
8 |
x |
x |
x |
x |
x |
x |
16 |
16 |
24 |
24 |
24 |
|
9 |
x |
x |
x |
x |
x |
x |
8 |
16 |
24 |
24 |
24 |
|
10 |
x |
x |
x |
x |
x |
x |
8 |
16 |
16 |
24 |
24 |
|
11 |
x |
x |
x |
x |
x |
x |
8 |
16 |
16 |
24 |
24 |
|
12 |
x |
x |
x |
x |
x |
x |
x |
8 |
16 |
16 |
24 |
|
13 |
x |
x |
x |
x |
x |
x |
x |
8 |
16 |
16 |
24 |
|
14 |
x |
x |
x |
x |
x |
x |
x |
8 |
16 |
16 |
16 |
|
15 |
x |
x |
x |
x |
x |
x |
x |
8 |
8 |
16 |
16 |
|
16 |
x |
x |
x |
x |
x |
x |
x |
x |
8 |
16 |
16 |
|
17 |
x |
x |
x |
x |
x |
x |
x |
x |
8 |
16 |
16 |
|
18 |
x |
x |
x |
x |
x |
x |
x |
x |
8 |
8 |
16 |
|
19 |
x |
x |
x |
x |
x |
x |
x |
x |
8 |
8 |
16 |
|
20 |
x |
x |
x |
x |
x |
x |
x |
x |
x |
8 |
16 |
|
Blast Diameter |
1 step (3ft.) |
3 steps (9ft.) |
5 steps (15ft.) |
7 steps (21ft.) |
11 steps (33 ft.) |
15 steps (45 ft.) |
23 steps (69 ft.) |
31 steps (93 ft.) |
39 steps (117 ft.) |
47 steps (141 ft.) |
55 steps (165 ft) |
Instructions: Measure distance from point of detonation (step 0) to find Action Strength to be
used. After e1, explosive range is the number of steps it takes to reduce a blast's force by 25%. |
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Speed-o-Meter |
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Characters & Type of Movement |
SPM |
1 |
2 |
3 |
4 |
5 |
|
1 |
1 |
0 |
0 |
0 |
0 |
|
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2 |
1 |
1 |
0 |
0 |
0 |
|
|
3 |
1 |
1 |
1 |
0 |
0 |
|
|
4 |
1 |
1 |
1 |
1 |
0 |
|
|
5 |
1 |
1 |
1 |
1 |
1 |
|
|
6 |
2 |
1 |
1 |
1 |
1 |
|
|
7 |
2 |
2 |
1 |
1 |
1 |
|
|
8 |
2 |
2 |
2 |
1 |
1 |
|
|
9 |
2 |
2 |
2 |
2 |
1 |
|
|
10 |
2 |
2 |
2 |
2 |
2 |
|
|
11 |
3 |
2 |
2 |
2 |
2 |
|
|
12 |
3 |
3 |
2 |
2 |
2 |
|
|
13 |
3 |
3 |
3 |
2 |
2 |
|
|
14 |
3 |
3 |
3 |
3 |
2 |
|
|
15 |
3 |
3 |
3 |
3 |
3 |
|
|
16 |
4 |
3 |
3 |
3 |
3 |
|
|
17 |
4 |
4 |
3 |
3 |
3 |
|
|
18 |
4 |
4 |
4 |
3 |
3 |
|
|
19 |
4 |
4 |
4 |
4 |
3 |
|
|
20 |
4 |
4 |
4 |
4 |
4 |
|
|
21 |
5 |
4 |
4 |
4 |
4 |
|
|
22 |
5 |
5 |
4 |
4 |
4 |
|
|
23 |
5 |
5 |
5 |
4 |
4 |
|
|
24 |
5 |
5 |
5 |
5 |
4 |
|
|
25 |
5 |
5 |
5 |
5 |
5 |
|
|
26 |
6 |
5 |
5 |
5 |
5 |
|
|
27 |
6 |
6 |
5 |
5 |
5 |
|
|
28 |
6 |
6 |
6 |
5 |
5 |
|
|
29 |
6 |
6 |
6 |
6 |
5 |
|
|
30 |
6 |
6 |
6 |
6 |
6 |
|
|
31 |
7 |
6 |
6 |
6 |
6 |
|
|
32 |
7 |
7 |
6 |
6 |
6 |
|
|
33 |
7 |
7 |
7 |
6 |
6 |
|
|
34 |
7 |
7 |
7 |
7 |
6 |
|
|
35 |
7 |
7 |
7 |
7 |
7 |
|
|
36 |
8 |
7 |
7 |
7 |
7 |
|
|
37 |
8 |
8 |
7 |
7 |
7 |
|
|
38 |
8 |
8 |
8 |
7 |
7 |
|
|
39 |
8 |
8 |
8 |
8 |
7 |
|
|
40 |
8 |
8 |
8 |
8 |
8 |
|
|
41 |
9 |
8 |
8 |
8 |
8 |
|
|
42 |
9 |
9 |
8 |
8 |
8 |
|
|
43 |
9 |
9 |
9 |
8 |
8 |
|
|
44 |
9 |
9 |
9 |
9 |
8 |
|
|
45 |
9 |
9 |
9 |
9 |
9 |
|
|
46 |
10 |
9 |
9 |
9 |
9 |
|
|
47 |
10 |
10 |
9 |
9 |
9 |
|
|
48 |
10 |
10 |
10 |
9 |
9 |
|
|
49 |
10 |
10 |
10 |
10 |
9 |
|
|
50 |
10 |
10 |
10 |
10 |
10 |
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Instructions: Characters declare movement and have their initials and movement type (ex: JC-walk) scribbled in the
characters column. Round breaks down into five instances. Each instance begins with movement according to the speed-o-meter and ends with the possibility
of combat. |
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