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Blood Rules

The document describes various damage classes, combat mechanics, status effects, and leveling system for a roleplaying game. Damage is assigned on dice rolls and increases with class. Status effects like corruption, incineration, and confusion impose penalties until tests are passed. Characters gain levels and upgrades by accumulating experience and cores from defeated enemies.

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Jw Sq
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0% found this document useful (0 votes)
67 views5 pages

Blood Rules

The document describes various damage classes, combat mechanics, status effects, and leveling system for a roleplaying game. Damage is assigned on dice rolls and increases with class. Status effects like corruption, incineration, and confusion impose penalties until tests are passed. Characters gain levels and upgrades by accumulating experience and cores from defeated enemies.

Uploaded by

Jw Sq
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Damage classes

1=1/2/3/4/5...
2=2/4/6/8/10...
3=3/6/9/12/15...
4=4/8/12/16/20...
5=5/10/15/20...
6=6/12/18/24/30...

Rescue
Spend a turn turn placing a tracker on so they can teleport out.

Additional materials

Cores
Harvested from the foe. Is a material foreign to reality it seams to be from where ever the foes come
from. Its used to alter gear to give it new abilities. Only dangerous foes drop [basically non-
swarm types].

When kill a foe roll a d100. If killed them but their torso survived add 50 to the result.
1-10=a core of 10. 11-89= a core of the number rolled. On a 90-100 a full core of 100. If over 100
you get one of 100 then roll for a second core.
These are added to your power core to power your upgrades.

On death foe every 100 power roll d10+d8+d6 and you loose that much power. Only if some one
retrieves your corpse.

Statistic tests—If roll the required number for the difficulty you succeed.

Difficulty Level
Level 1 requires a 4+
Level 2 is 5+
Level 3 is 7+
Level 4 is 10+
Level 5 is 14+
>if an ally helps you get +1 to result.
>if roll the highest number on the die you get +2 to the result.

Throw
Roll strength dice. Total x2 +5 is throw distance.

Light
Minimum
You can clearly see 3 spaces. 4 to 9 spaces accuracy -5. Up to 10 spaces Accuracy -8. Past that
can't see at all.
Low
See up to 3 spaces fine. Up to 5 at accuracy -2, . Up to 9 accuracy -5. Up to 15 accuracy -8
Medium
See up to 5 spaces. Up to 10 accuracy -2. Up to 15 accuracy -5. Up to 25 accuracy -8.
Moderate
See up to 8 spaces. Up to 15 accuracy -2. Up to 20 accuracy -5. Up to 30 accuracy -8.
Full.
No penalty.

Basic accuracy use d10


Player
melee—4+
Gun—5+
Alteration—6+
[called shot Accuracy -2 but choose location]

Foes
Melee—instant hit, no roll to hit needed
Range—6+

Costs 1 action to put away and take out a weapon

Level 0
Level 1 [3 missions] get a level perk
Level 2 [6 missions] get a level perk
Level 3 [9 missions] get a secondary class
Level 4 [12 missions] get a level perk
+1 [+5 missions]

Levels-
Start at level 0

Once Complete 3 missions become level 1


>Get a level perk
-Choose 1
>Arm and Leg HP +1, Torso HP +2
or
>Spirit +1, all locations +1 HP
or
>Spirit +3, torso HP +1

Become level 2 once complete 6 mission


>gain a level perk
>All locations get +1 HP
>Get +1 spirit

Become level 3 once complete 9 missions


>Gain a secondary class.
At 12 missions become level 4
>gain +1 spirit or +1 HP to 1 location
>gain a level perk

Gain +1 level for every +5 completed mission.


Gain 1 of the following.
-Spirit +1
or
-HP +1 to a single location [like 1 arm not both arms].

Upgrades
Every core can be added to your suit's power core. The core's value [percentage] is added to you power
core. For instance if the core is 53% it adds 53 power to your power core.
For every 100 power you can activate 1 upgrade on a weapon or your armor. Between missions can
switch which upgrades are active.

Pay
-50$ a mission
-20$ a saved life

Bonuses
-for each damage you do to a foe 5$
-for each HP you heal on an ally 5$
-Destroy a foe 5$

Location—d6
1=left arm
2=right arm
3=torso
4=torso
5=left leg
6=right leg

Armor Roll
#+/#+/#+, 1st spot is 1 damage, 2nd is 2 damage, 3 is 3rd...
Example
2+/4+/6+

If roll a 2-3 do 1 damage, if roll a 4-5 do 2 damage, if roll a 6+ do 3 damage. No matter how high you
roll the die can only do 3 damage.
You can do this for each die you roll. The foe looses all the HP you rolled.

Status effects

To recover from an effect takes 2 actions. Make a stat test for the effect. If get a 5+ you are cured. In
the case of effects with multiple levels this removes 3 levels.

Corruption
Each turn you will roll for one area of your choice. If roll over armor that area losses 1 HP. The die
roll is based on how many stacks you have. Each time you are hit by the effect gives 1 to the stack.
Level 1 is d6, 2 is d8, 3 is d10, 4 is d12, 5+ is d20. If on the roll you roll a 1 remove 1 level.
Corruption can only be removed via alteration or by killing the caster.

Incinerate
You are on fire. All attacks on you do +1 damage if they do any damage. When starts you get d4
stacks. At the end of each turn loose 1 stack. Can spend 1 action to remove d4 stacks.

Berserk
Always attack nearest target, even an ally.
To recover make a Will test at start of turn. Difficulty is based on level. Level 0 is 4+. Level 1 is 6+,
level 2 is 8+, and level 3 is 10+. Each time fail add +1 to next attempt.

Frost
When gain you earn d4 stacks. You get armor -1 to all locations. Each turn you loose 1 stack. Can
spend an action to remove d4 stacks.

Condemned
Affected loses 1 HP a turn to a random location. This stays in effect till the one who caused corruption
can't see you or dies.

Confusion
You act randomly on your turn. To remove you must pass a SAN test. Difficulty for level 0 = 4+, level
1=6+, level 2=8+, level 3=10+. One try at start of turn. +1 to try for each fail.
Level 0—roll a d6 for effect
1-2=nothing
3-4=attack a random target [or approach to do so]
5-6=act normal

Level 1—Roll a d8
1-2=nothing
3-6=attack a random target [or approach to do so]
7-8=act normal

Level 2—d10
1-3=nothing
4-8=attack a random target [or approach to do so]
9-10=act normal

Level 3—d12
1-4=nothing
5-10=attack a random target [or approach to do so]
11-12=act normal

Sloth
Lowers statistics. Pass Will to remove. Level 0 difficulty=4+, level 1= 6+, level 2= 8+, level 3= 10+
Level 0—Move -1, accuracy -1
Level 1—Move -2, accuracy -2, foes get +1 accuracy on you
Level 2—MV -2, Accuracy -2, foes get +1 accuracy on you, action -1
Level 3—MV -2, Accuracy -2, foes get +2 accuracy on you, action -1

Paralyses
On turn pass RES to remove. Difficulty is 4+/6+/8+/10+
When try to take an action roll a d6. If make the required number or higher you can act. Else you lose
that action. The target is based on level of parallelization.
Level 0=3+, level 1=4+, level 2=5+, level 3=6+

Control
Pass San to cure. The foe who cast this on you controls you on your turn. The difficulty to recover is
4+/6+/8+/10+. You gain +1 to the test for each time you fail. You can't use more actions then the foe
has and they can use any unused action normally.

Level 0
Cost 1 action to control the target. You can use up to 2 actions with them

Level 1
Costs 1 action to control them. You can use up to 3 action of theirs.

Level 2
You control the foe without spending actions and can use up to 3 of their actions.

Level 3
You control the foe without spending actions and can use up to 3 of their actions. In addition you can
move them once foe free.

Pacify
On your turn roll WILL or can't attack.

Poison
When effected you earn 4 stacks. While effected you gain -1 accuracy and -1 to your armor rolls. Each
turn you loose 1 stack.

Acid
Lowers the armor of your locations by 1 per stack. Min=2+, If effect last the mission. Starts at 1 stack
and each additional time your hit by acid add 1 to the stack.

Rot
While effected get Armor -1 and lose 1 HP to a random location a round. Once hit earn d6 stacks.
Each turn loose 1 stack. Can also roll Res on turn start vs difficulty of 6+ and if pass loose 1 stack
immediately.

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