Tag: rules

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  • Reload Checks

    h2. Reloading When a fight goes into its second sequence, follow every Guns check with a *Reload check*. *Reload check*: Roll a single die to meet or beat your gun's reload value. If you pass, your gun still has bullets. If you fail, you're …

  • Attacks

    h2. Attacks To make an attack, roll a [[Dice Pool]], containing a positive and negative die to determine your *Swerve*. Add the Swerve to your Attack Value (Guns, Martial Arts, Sorcery, etc) to get your *Action Result*. If you meet or beat your …

  • Dice Pool

    h2. Dice Pool To roll a dice pool, roll two dice, a positive and a negative die. * *Positive*: The positive die is red, which represents luck in China. * *Negaitve*: The negative die is white, the color of death in China. Roll both dice. …

  • Vehicle Chases

    h2. Vehicle Chases Vehicles are described with statistics: * *Acceleration* (Speed) - used for Initiative * *Handling* (Toughness) - speed and maneuverability. Used the way Toughness is when Chasing. * *Squeal* (Damage) - Handling + 2. Acts as the …

  • Resistance Checks

    h2. Resistance Checks Sometimes you’ll make a check to resist an effect another character or force tries to exert on you. We give these various names, which allows us to defne your character as possibly better or worse at some resistances than others: …

  • Enemies

    Mooks Attack 8 Defense 13 Speed 5 Featured Foes Attack 12-14 Defense 12-13 Toughness 5-6 Speed 6-8