Combat
Despite the best efforts of Public Relations, Human Resources, and Legal, everyday operations in the Facility require a significant amount of violence. The Incident has only exacerbated this troubling tendency.
Initiative
To determine order of combat, the player with the highest unimpaired Insight makes an Insight roll. Other players with unimpaired Insight may Help. If the resulting roll succeeds, the player characters go first. If not, the enemies go first. On a Partial Success, players elect a single character to go before the enemies. Play then alternates between sides until one side is incapacitated, surrenders, or flees.
Actions
Characters can make one attack and take one other action of their choice on their turn during combat. Because players take their turn simultaneously, they may take these actions in any order.
Attacking
When a PC attacks, they describe how and roll with the appropriate stat (usually Physique, but Science and Insight are relevant for artefacts and anomalous abilities, and Normal or Admin are appropriate for social attacks). Their target number is 10 plus the enemy’s appropriate save and any other modifiers.
On a Success, the player may either inflict their weapon’s Damage or roll to Critical Hit. On a Failure, the player may accept that their attack missed or roll to Salvage.
Critical Hit Rolls
Make the same attack roll again. This roll counts as a type of Salvage for relevant rules, including Impairment. On a Success, the attack deals its maximum base damage and you may also either inflict an additional 1d6 damage or make a called shot or maneuver. On a Failure, the attack becomes a Partial Success.
Partial Success
Inflict weapon’s Damage to the target, but also suffer Damage from enemies. The PC cannot save vs. this damage, but may ablate it with any relevant PPE.
Salvaged Hit Rolls
Make the same attack roll again. On a Success, the attack becomes a Partial Success (see above). On a Failure, the attack misses and the PC suffers an additional difficulty such as damage, losing their weapon, running out of ammunition, falling prone, etc.
Example Weapons
Unarmed attack: 0 damage, but may still crit.
Improvised melee: 1 damage
Light melee: 2 damage
Heavy melee: 3 damage, requires two hands or Physique of at least +2
Thrown weapon: 1 damage
Pistol: 3 damage
Submachine gun: 1d4 damage, +2d4 on crit
Shotgun: 1d4+2 damage
Automatic rifle: 1d6 damage, +2d6 on crit
Fragmentation grenade: 3 damage, 10’ radius blast, consumable
Whenever you roll a 1 on an attack with a gun with any die, that gun runs out of ammunition and must be reloaded.
If a weapon specifies critical dice, it rolls those dice instead of the normal 1d6 for a critical hit.
Due to Procurement’s difficulties with finding suppliers who will sell weapons in bulk to an anonymous, secretive organization, ammunition is not interchangeable between guns unless you have managed to personally source or modify pieces that take the appropriate cartridge.
Saves & Wounds
Weapons and hazards can wound a wide variety of stats regardless of the save that they target. Wound type may not become apparent until save is failed, but players always have the chance to ablate before suffering the wound.
Physical injuries, especially to the musculoskeletal, circulatory, or respiratory systems, tend to wound Physique. Nervous system injuries that affect cognitive function and/or logical reasoning tend to wound Science. Injuries to the senses and other perceptive faculties tend to wound Insight. Social injuries, humiliation, collapses of leadership, and failures of morale tend to wound Admin. Fear, whether accompanied by other types of injury or not, tends to wound Normal. Examples (non-exhaustive) follow.
Weapons
- Gunshot ➜ Physique
- Impact-induced concussion ➜ Science
- Deafened by near-miss ➜ Insight
- Squad pinned down ➜ Admin
- Hit by unfamiliar weapon ➜ Normal
Trauma
- Crushed by vehicle, blast door, falling object ➜ Physique
- Framework with which one understands the world undermined ➜ Science
- Distressing hallucinations ➜ Insight
- Sending comrade to die ➜ Admin
- Hunted in the dark ➜ Normal
Explosive
- Shrapnel ➜ Physique
- Lightning ➜ Science
- Flashbang ➜ Insight
- Separated from party ➜ Admin
- Fire ➜ Normal
Contaminants
- Respiratory hazard ➜ Physique
- Mind-affecting pathogen ➜ Science
- Corpse stench ➜ Insight
- Food poisoning ➜ Admin
- Bugs all over your skin ➜ Normal
Anomalies
- Bitten by absence of shark ➜ Physique
- Memory-affecting phenomena ➜ Science
- Sensory manipulation ➜ Insight
- Social phenomena ➜ Admin
- Pretty much anything in the Facility, to be honest ➜ Normal
Encumbrance
Characters have Slots in their bags and Pockets on their clothes. By default, each character starts with 2 Pockets on their clothes, and has a backpack that provides 6 Slots.
Pockets are quick inventory slots that fit small items (you know, pocket-sized ones). Characters can store and retrieve items from pockets at any time, and are assumed to have done so if they take an action that needs one.
In order to retrieve an item from a slot, a character must dig around in their bag for a minute. If they want to do so quickly (i.e. as an action in combat), this takes a Normal roll. If they try and fail to Salvage the attempt, their bag falls open and the contents spill out.
Some items like rifles, bankers’ boxes, and briefcases are Bulky. These are too unwieldy to store in a single inventory slot, and certainly not in pockets. They must be carried in a character’s hands unless a better storage solution like a sling or a handcart has been found.
Wearing Storage Items nonsensically (ask players to demonstrate!) impairs the character’s Physique.
- Coveralls: 6 pockets. Replaces normal clothing.
- Messenger Bag: 2 slots, 1 pocket.
- Sling: Carries a Bulky item. Sheathes and scabbards for melee weapons also count as Slings.
- Fanny Pack: 2 pockets.
- Briefcase: 2 slots, Bulky.
- Toolbox: 3 slots, Bulky.
Maintenance Technician
Qualifications
+1 Science or +1 Normal
Saves
Weapons +0, Trauma +0, Explosions +2, Contaminants +2, Anomalies +0
Expertise
Choose a trade (Science)
Uniform
L1 Clearance badge, orange coveralls, work boots, work gloves, toolbox, 3 slots of Spare Parts.
Kitbash
You may Craft Device as a Research Assistant. The device cannot include artefacts, but only takes a Break to construct.
Maintenance Techniques
To use a Maintenance Technique, roll Xd6, where X is less than or equal to the number of slots in your inventory that are filled with Spare Parts. Expend one slot of Spare Parts for each 4+ you roll, or if X was greater than your Clearance level, expend one slot of Spare Parts for each die rolled. The resulting sum of all dice is referred to as [sum], as is GLOG tradition.
Maintenance Technique — Work Order
When you roll to repair or interact with Facility systems, you may use this Maintenance Technique to add [sum] to your roll.
Maintenance Technique — Dismantle
During a Break (1 hour), convert a piece of large equipment like a centrifuge, mainframe server, or boiler into [sum] Spare Parts. It cannot be repaired or reassembled.
Maintenance Technique — Barricade
Create a sturdy barrier out of Spare Parts and office debris. This takes 10 minutes alone, or 1 round of concerted activity by the whole party. The resulting barrier can suffer [sum]*10 wounds before falling apart. Its maximum height is 10’, and its maximum length is [sum]*10’. It can only take complex shapes like curves or domes if you spend at least 10 minutes erecting it. Barriers constructed this way collapse after an hour, or after 10 minutes if built in 1 round.
Maintenance Techniques — Conduits
The following Maintenance Techniques refer to the conduits that network the Facility’s walls, ceilings, and floors. The Maintenance Technician can always identify the type, presence, and direction of conduits, both exposed and hidden from view. Conduits for electricity, air, gas, water, sewage, and data are ubiquitous. Sectors with unique architecture may also contain rarer conduits such as boiling steam, sulfuric acid, pneumatic tubes, and liquid nitrogen.
Maintenance Technique — Tap
Construct a new access point to a conduit. This access point controls that conduit’s flow for [sum] in either direction. You may activate, deactivate, or alter the flow at your leisure.
Maintenance Technique — Reroute
Extend a conduit across [dice] rooms. This takes 1 hour per room and consumes 1 slot of Spare Parts per die regardless of what was rolled.
Maintenance Technique — Blast
Open a conduit and direct a discharge of electricity, flammable gas, pressurized water, or something stranger into your foes. This discharge inflicts [sum] wounds divided equally between any number of targets in front of you (save vs. Explosives halves damage). You may also break the conduit to inflict one of the following effects based on its type. A broken conduit cannot be discharged again until repaired.
- Electricity: All targets are stunned and can’t attack on their next turn. Localized blackout plunges room into darkness until repaired.
- Gas: All targets are set on fire until they put themselves out. Room fills with flammable gas until vented.
- Water or Sewage: Targets all fall prone and are knocked back 5’ per wound inflicted. Room floods 1’ per round until drained.
- Air: As water or sewage, but instead of flooding, room becomes foggy and loses temperature control until HVAC repaired.
I’m not sure how a data conduit would hurt someone. I do know that I don’t want to be nearby when someone figures it out. — A.O.
No comments:
Post a Comment