Ok Folks, this is The OOC section for the game. Its not to be confused with the Intrest thread. I will Post General Rules and stuff Here in this first post for people to refer too.<br/><br/>Rolling Dice and finding out if you got a number:<br/><br/>The number next to a skill represents how many dice you get to roll. So if you have a skill at 3 you would roll 3 dice.<br/>You are looking for one of 3 options. then you add your result to your appropriate attribute.<br/>1: The Highest Single Number. (Ex: If I rolled 5 dice and got 2,4,8,10,6 I would take the 10 and add it to my Attribute number<br/>2: The Highest set of Multiples. (Ex. I roll 5 dace and get 5,5,5, 1,2. I take the three 5's and add them together before adding them to my attribute.)<br/>3: The Highest Straight of Numbers. (Ex. I roll 5 Dice and I get 1,2,8,9,10. I take the 8,9, and 10 and add them together before adding them to my attribute.<br/><br/>Combat: Heres how it works.<br/><br/>Iniative:<br/><br/>1D10 + Your Reflex score. Higher = faster. Highest = First.<br/><br/>Actions:<br/><br/>Everyone has a certain number of actions from 1 to 3. Tager's probably have 2 sets of actions. One set is when they are in human form and the other set is when they are trnasformed. You will probably have more actions when shifted than when you are human. This should be represents as number/number (Ex. 2/3)<br/><br/>When your turn is up you decalre how many actions you are taking this turn if you have multiple actions. (You don't always have to take 2 or 3 actions even if you have the ability to do so)<br/><br/>1 Action = No Penalty<br/>2 Actions = -2 Penalty to both Actions<br/>3 Actions = -4 Penalty to all 3 Actions<br/>Note: Some Abilities negate these penalties.<br/><br/>Action Examples:<br/><br/>Free Actions: Dodge, Say a short sentence, Look around, Take a couple of steps<br/>Normal Actions: Attack, Dive prone, Draw gun, Duck for cover, Move more than a few steps<br/>To Relaod a weapon takes a full turn.<br/><br/>Combat Contests:<br/><br/>Attack Skill          Defense Skill<br/><br/>Fighting              Armed Fighting, Dodge, or Fighting<br/>Armed Fighting     Armed Fighting, or Dodge<br/>All Others            Dodge<br/><br/>If the attack success if Higher than the defender the a success is achieved, If both rolls are equal or the defender's roll is higher than the test fails.<br/><br/>Range Modifiers:<br/><br/>Short     Mid     Long     Extream<br/>+2         0        -2        -6<br/><br/>Other Modifiers:<br/><br/>Guns in Close Combat: -4<br/>Moving 1/2 top speed or more and shooting: -2<br/>Target Suprised: Defender autimatically suffers a critical failure to defense (0)<br/><br/>Static Target To Hit Numbers:<br/>Short: 12, Medium: 16, Long: 22, Extream: 28<br/><br/>Moving Target To Hit Numbers:<br/>51-100mph: -2, 101-200mph: -4, 201-300mph: -6<br/><br/>Damage:<br/><br/>For every 5 points higher than the defender that you get in a Combat Contest, you get +1D10 on the Damage roll.<br/>Weapons obviousely add in their Damage Modifier as Dice.<br/><br/>Strength also adds or subtracts a damage Modifier in Armed or Unarmed fights<br/><br/>Strength<br/>1-3 -1D10<br/>4-7  0D10<br/>8-9 +1D10<br/>10-11 +2D10<br/>12-13 +3D10<br/>14-15 +4D10<br/><br/>Drama Points: These are basically points you can spend to put control into your hands as the players. A Drama point can be used to add a die to your Roll or to Subtact a die from your opponent's roll. You can use more than one dice but be aware that Drama points Only get refilled at the end of a chapter. You will be awarded Drama points fopr certain things.<br/><br/>DISCLAIMER: Everything posted here has been reworded and is actually off a GM's screen I made for myswelf but my Information was obtained from the C-Tech main book to make that screen therefore I am indirectly quasi quoting the C-Tech Main book. This is Documentation to make it legal.