Serenity: Ballad of Minerva

Past Game

Serenity RPG Rules Clarifications/Revisions (V5.0) Updated

source: Unknown (if you know the original author, please e-mail and I will credit) heavily edited by Jacob Matthew.

Combat - Guns and Armor - Vehicles and Spaceships - Miscellaneous - Traits (Assets and Complications)

Rules for Combat

revised to be compatible with CORTEX system RPG

Attributes for Attacking

Agility is rolled for ranged attacks, Strength for most hand-to-hand attacks.

Called Shots (p. 153)

This chart expands on Table 5-10 (revised using the GM's Screen), differentiating effects based on the type of damage. The extra effects of a called shot are in addition to normal damage.

Area Difficulty Stun/Basic Damage Effect Wound Damage Effect
Arm +4 Victim loses use of limb until succeeding on an Endurance roll. Incapacitated arms cannot attack or block. Victim must immediately make an Endurance roll or lose use of the limb until given medical treatment. Incapacitated arms cannot attack or block.
Leg +4 Victim loses use of the leg until succeeding on an Endurance roll. Each incapacitated leg reduces base speed by half. Victim must immediately make an Endurance roll or lose use of the leg until given medical treatment. Each incapacitated leg reduces base speed by half.
Head +8 Weapon's damage die increased by +2 steps. Victim is knocked unconscious until succeeding on an Endurance roll. Weapon's damage die increased by +2 steps. Victim must immediately make an Endurance roll or be knocked unconscious until treated by surgery.
Groin/ Buttocks +8 Victim is impaired (–2 step skill penalty to all actions, base speed reduced by half) until succeeding on an Endurance roll. Victim must immediately make an Endurance roll or be impaired (–2 step skill penalty to all actions, base speed reduced by half) until given medical treatment.
Hand +12 Victim loses use of the hand until succeeding on an Endurance roll, and must make a Hard Agility + Willpower roll or drop any object held in the hand. Victim must immediately make an Endurance roll or drop any object held and lose use of the hand until treated by surgery.
Kneecap +12 Victim is knocked prone, incapacitated (can take no actions), and loses use of the leg (can only move at a crawl) until succeeding on an Endurance roll. Victim must immediately make an Endurance roll or be knocked prone, incapacitated (can take no actions) until given medical treatment, and lose use of the leg (can only move at a crawl) until treated by surgery.
Heart +12 No additional effect unless the attack is electrical, in which case the victim falls down and is incapacitated (can take no actions) until succeeding on an Endurance roll. Weapon's damage die increased by +4 steps. Victim must immediately make an Endurance roll or fall dead.

Cover and Explosions (p. 152)

If a character caught by an explosion is behind solid cover, 1 die of damage is removed for each degree of cover (light = 1, medium = 2, etc.). Depending on the sturdiness of the cover, it might be destroyed after absorbing the blast. Lying face-down prone removes 2 dice of damage (unless you're right by the blast source).

Defense, Melee Combat

A target can use block, dodge, or use innate defense vs. hand-to-hand attacks.

Defense, Ranged Combat

A target can use innate defense or dodge behind cover vs. guns, bows, etc.

Extraordinary Success in Combat (p. 141)

When an attacker beats the Difficulty to hit a defender by 7 or more, the target must make an Endurance roll or suffer a special effect (p.141). Alternatively, the attacker may choose to bypass the victim's body armor instead of inflicting a special effect.

Getting out of Harm's Way (p. 142)

A character can roll Agility + Alertness (Average Difficulty) to leap away from an explosion. The character moves 5 feet away from the blast on a success, 10 feet on an extraordinary success, and may choose to fall prone. If the character fails the roll, he is caught flatfooted and hit by the full blast. Getting out of harm's way costs 1 action (just like dodging).

Melee Combat, Improvised Weapons

Objects not meant as weapons still can be used to inflict harm. Attacking with an improvised weapon uses Unarmed Combat/Brawling or the Melee Weapons general skill (or Ranged Weapons general skill if thrown). Due to their awkward shape and balance, improvised weapons impose a skill penalty on the attack roll. Furthermore, improvised weapons have a chance of breaking (checked after a hit or botched attack roll).

Object Skill Penalty* Chance of Breaking Damage
(before breaking)
Damage
(after breaking)
Bottle, Glass –1 50% d2 S d2 W
Chair/Stool, Wood –3 25% d6 B (as chair leg)
Chair/Stool, Metal –3 10% d6 B (as metal impl.)
Chair Leg –2 0% d4 B
Heavy Object (Ladder, Barrel, etc.) –4 10% d8 B 0
Implement, Metal (Mug, Wrench) –1 0% d2 B
Pool Stick –1 50% d2 S 0
Pottery, Small or Light –2 75% d4 B 0
Pottery, Large or Heavy –3 75% d4 B 0
*If the object is used for an attack particularly suited to its form, reduce the skill penalty by 1 step (for example, a pool stick used for a trip attack or a barrel rolled into an opponent).

Melee Combat, Knocked Prone

A character forcibly knocked prone (by being tripped, for example) must spend 1 action to get back up and, due to being off-balance, suffers an additional –1 step skill penalty on the next combat-related action taken that turn.

Melee Combat, Tripping

The attacker makes an Agility + Unarmed Combat/Specialty roll to hit. If successful, the attacker and defender then make opposed Agility + Strength rolls. The attacker receives a +2 step skill bonus on the opposed roll if he scored an extraordinary success on the attack roll. If the attacker wins the opposed roll, the defender is knocked prone. If the attacker botches or the defender get an extraordinary success, the attacker is knocked prone. If tripping with a weapon (like a fighting staff or chain), the attacker can drop it to avoid falling prone.

Melee Combat, Unarmed

There are four distinct specialties for the Unarmed Combat general skill.

Movement, Combat

Walking (typically 15 feet) does not count as an action. Hustle (typically 30 feet) counts as 1 action. Running/sprinting counts as an action, and it's the only action the character can take in the turn.

Movement, Crawling

A prone character can only move at a crawl. Crawling up to five feet doesn't count as an action. Crawling up to one-third running distance (typically 10 feet) counts as an action. Crawling up to one-third sprinting distance (typically 15 feet) counts as an action, and it's the only action the character can take in the turn.

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Guns and Armor

Autofire (p. 154)

Autofire uses a number of bullets equal to half of the gun's ammo capacity. Autofire counts as an action, and it's the only action you can take in the turn. Visibility penalties (due to smoke, dim light, etc) are halved. You can't make called shots or aim when using autofire.

If you direct your fire at a single target, the difficulty to hit increases by 2 (due to the recoil) but you gain a +4 Step bonus to the attack roll.

Spray autofire fills an area within range 5-10 feet wide. Make a single attack roll. Everyone in the area or who moves through the area until your next turn must make defense rolls or suffer the attack's damage.

Burst Fire (p. 154)

The attacker fires three bullets using one attack action against one target. The weapon's damage die advances by +2 step, but the attack roll is reduced by -1 Step due to recoil. Burst fire counts as one action, limited by the weapon's Rate of Fire. Called shots can't be bursts, and you can't benefit from aiming.

Body Armor, Damage Conversion, and Coverage

Armor is rated with a Wound rating, a Stun rating, and a Bulk Rating. The first is how much Wound damage is removed from the attack. The second is how much Wound damage is converted to Stun, and the third is the Step penalty to Agility (for vests) or Alertness (for helmets).

Called shots to uncovered areas ignore body armor. An extraordinary success on an attack roll can bypass armor (see above).
Suits of body armor (including riot gear) cover the torso, arms, and legs.
Vests (ballistic mesh, plate) normally only cover the torso—but can be modified and extended to cover the arms and legs at double the weight and cost.
Helmets protect against called shots to the head.

ROF and Range (p. 79/153; GM's Screen)

ROF is the number of single attack actions a gun can make in one round. A target up to 15 feet away for most projectiles (5 feet for thrown weapons) is within Point Blank range (+1 step skill bonus to the roll). Up to one full range increment away is Short range (no bonus or penalty). For each range increment beyond the first, the Attack roll is reduced by -2 Steps, carrying over into the Agility. Shotguns reduce the damage roll instead of the Attack roll.

Suppressive/Cover Fire

Gunfire can pin down an enemy. No damage is inflicted, but the target must make a Willpower + Discipline/Morale roll at a Difficulty equal to the attack roll result. If the target fails, he is pinned down, cannot move, and can only take defensive actions on his next turn. If the target succeeds, he can act normally. Cover Fire expends ammo equal to the weapon's Rate of Fire. Autofire can be used to lay down suppressive fire against all enemies in a ten-foot spread.

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Vehicles and Spaceships

Operating Ships/Vehicles

The roll for performing maneuvers is either the ship/vehicle's or the pilot/driver's Agility (whichever is lower) + the pilot's Pilot skill/specialty (e.g., a pilot with d10 AGI flying a d6 AGI ship normally rolls d6 as the Attribute die for maneuvers). However, a successful Intelligence + Mechanical Engineering check ("open up that thrust value") at a Difficulty step equal to the number of steps between the pilot's Attribute and the ship's Attribute can allow a pilot to exceed a spaceship's limitations and use his full Attribute die for the current scene. If the check fails, the pilot is stuck using the lower die for the scene—and there may be some mechanical damage (either increase monthly maintenance cost by 10% or require a later repair check at the same Difficulty).

Pulse Drive and Full Burn

To turn on the Pulse Drive burns 50 hours.
Full Burn uses fuel at double rate, and costs 100 hours to travel at maximum speed.

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Miscellaneous

Encumbrance

A character's carrying capacity is based on the maximum value of the Strength die. Beyond a massive load, the character can barely move at all. Encumbrance effects are not cumulative (the higher load effects replace the previous effects). Agility penalties from Encumbrance and body armor do not stack—only the largest penalty applies.

Total Weight (lbs.) Load Effect
up to STRx6 Standard None
up to 2x Standard Light –1 step penalty to Str, Agi, Vit on physical actions, Innate
up to 3x Standard Medium –1 step penalty, movement reduced by 1/4
up to 4x Standard Heavy –2 step penalty, movement reduced by 1/3, can't run
up to 5x Standard Extreme –2 step penalty, movement reduced by 75%, can't run or dodge

Healing Wounds (p. 159)

After a wounded character receives successful surgery, 1 Wound is converted into Stun damage. If conducted in superior or cutting-edge conditions (advanced medication, dermal mender) another 1 Wound is converted to Stun. The patient must avoid physical strain until the Stun damage heals normally or the wounds will re-open (and the Stun damage will re-convert back to Wound). Any remaining Wound damage must be healed naturally over time (normally 1 Wound per 2 days).

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Traits (Assets and Complications)

Revised/Deleted Traits

BORN BEHIND THE WHEEL (MINOR/MAJOR ASSET)
Choose either land or air/space vehicles. You gain a bonus at the controls of your chosen vehicle type.
Problem: It is unclear how the listed +2 step bonus affects vehicles with their own Attribute scores.
Revision: When you are at the controls of your chosen vehicle type, you gain a bonus d4 on all piloting or driving rolls (in addition to any bonus die from Plot Points). As a Major Trait, any Plot Points spent on actions involving your chosen vehicle type improve as if you had spent 2 additional points.

STINGY (MINOR COMPLICATION)
If you had two coins to rub together, you'd stick 'em in your mouth and pray for lockjaw. Some call you miserly or tightwad, but you consider yourself practical and thrifty.
Problem: There are no guidelines to how the drawbacks of this complication function.
Revision: You suffer a –2 step Skill penalty in social interactions where parting with money (or goods) is necessary to make a good impression. Instead of being gracious, your reluctance to give away what is yours alienates and irritates friends and strangers alike. You often barter with merchants to such a degree that they are likely to ask you to leave.

GREEDY (MINOR/MAJOR COMPLICATION)
You will take almost any opportunity to aquire money. Doesn't matter if you are dirt poor or filthy rich – what you have will never be enough. Your personal ethics are a might flexible if the payoff is big enough and you think every last credit you can walk away from at the negotiation table is yours by right – so reach for the stars! You will sell out your friends, your crew, and even your dear old mother who knits such cunning hats.
Problem: This only addresses one aspect of being greedy, and there are no guidelines to how the drawbacks of this complication function.
Revision: You suffer a –2 step Skill penalty in negotiations, including rolls to determine when your opponent is going to walk away from the deal as you grasp for every last platinum you can squeeze out of him regardless of tact or good sense. As a Major Complication, you also must make a Willpower + Discipline test to resist accepting offers to sell out your crew for personal gain.

New Assets

DOWN BUT NOT OUT (MAJOR ASSET)
Nobody should ever count you out of a fight. You have a nasty way of bouncing back.
Benefit: You may make two Second Wind (p. 158) rolls every day to shake off Stun damage, though you cannot make more than one roll in the same turn.

TAKES A PUNCH (MINOR/MAJOR ASSET)
You can take a lickin' and keep on kickin' pi gu. It's gorram hard to knock you down for the count.
Benefit: You gain a +2 step bonus to Vitality on Endurance rolls made against unarmed or bludgeoning attacks and on Second Wind (p. 158) rolls. As a Major Trait, any Plot Points spent to reduce Stun damage inflicted by unarmed or bludgeoning attacks are improved as if you had spent 2 additional points.

TRUSTWORTHY FACE (MINOR ASSET)
You have a face that says, "Really, I care about what is best for you. I'm not lying - honest." and people tend to believe it.
Benefit: You gain a +2 step bonus to Skill dice where matters of trust are involved, to convince others you are trustworthy, or that you are acting towards their best interest. It's a real asset to be able to convince folks you're really just looking out for them, for both the well-meaning and con-men alike.

New Complications

CLUMSY (MINOR COMPLICATION)
You have two left feet. You are like a bull in a china shop. You trip over your own shadow.
Penalty: You suffer a –2 step penalty to Agility or Alertness on rolls involving balancing, catching things, manipulating delicate objects, and moving gracefully. In combat situations, this penalty applies to Get Out of Harm's Way (p. 142).

CRIMINAL (MINOR/MAJOR COMPLICATION)
You have have a shady past the degree of which will cause all sorts of complications in your life..
Penalty: You have a criminal record. Either excessive small violations (like parking tickets, minor theft, misdemeanors, etc) in the Core, or that you're wanted in connection to a particular crime in some area on the Rim. This will cause the Feds to rough you up and harass you to a much greater degree if you are ever caught or brought in for questioning. It also will make you ineligible, or undesirable for work - taking a back seat to folks who have kept their noses cleaner. As a Major Trait you have at least a felony conviction. This bars you from voting, purchasing firearms, possessing firearms, possible subjection to three-strike laws violation and in general you can't find any sort of legal work with most employers. If your crimes were committed on the Rim, you have a bounty on your head.

DANDY (MINOR COMPLICATION)
Life is better when you're dressed well. You spend a lot of time and money on your appearance.
Penalty: You hesitate to take actions that could harm your clothes or appearance, and you may be distracted by even a minor stain or tear. The GM may require you to make a Willpower + Discipline roll to focus your attention back on matters at hand, or to resist the urge to fritter away your hard-earned coin on pretties in a clothier shop.

GETTIN' ON IN YEARS (MINOR/MAJOR COMPLICATION)
You're not as young as you used to be, and your body shows it. You're well over 50 years of age.
Penalty: Your old body and mind are in decline. You suffer a –1 step Strength penalty on Athletics-based actions, a –1 step Vitality penalty to resist diseases and environmental hazards, a –1 step Attribute penalty on Influence-based actions keyed to physical appearance (such as seduction), and a –1 step Attribute penalty on memory and recall rolls. As a major complication, you're more than 65 years old, the above penalties are raised to –2, and the Vitality penalty also applies to all rolls involving injury.

GLASS JAW (MINOR/MAJOR COMPLICATION)
You just can't take a punch. One solid crack across the jaw and you're down for the count. Blustery villains whose bark is worse than their bite often have this trait.
Penalty: You suffer a –2 step Attribute penalty to Vitality on Endurance rolls made against unarmed or bludgeoning attacks (such as called shots to the head). As a Major Trait, you also cannot use your Second Wind (p. 158) during a fight. You must wait until the action scene is over and you can rest a moment, and even then your roll suffers a –2 step Attribute penalty.

GOOD LUCK CHARM (MINOR COMPLICATION)
All your luck in life comes from possessing certain thing. You're absolutely sure of it.
Penalty: Choose a specific object (or possibly person) that is always in your possession or presence. You become shaken whenever you are separated from it, suffering a –1 step Attribute penalty on all actions until you get it back. If the object is destroyed, you are required to buy off this complication with Advancement Points as soon as you earn enough.

PAPER TIGER (MINOR/MAJOR COMPLICATION)
You're not as tough as you look, and probably not as tough as you think you are. Bad guys who look scary but drop in large numbers when bullets start flying often have this trait.
Penalty: You reduce your normal total Life Points by 2. As a Major Trait, you reduce it by 4 instead.

SLOW REFLEXES (MINOR COMPLICATION)
You have slow reaction speed against danger. It is easy to get the drop on you.
Penalty: You suffer a –1 step Attribute penalty to Agility on Initiative rolls and a –1 step Attribute penalty to Alertness on rolls to Get Out of Harm's Way (p. 142).

TRIGGER HAPPY (MINOR COMPLICATION)
Maybe you're a little panicky, or maybe you just get too excited in combat, but you inefficiently squeeze off more bullets in a gunfight and waste a lot of ammunition.
Penalty: You use half again (round up) more bullets than normal when making a burst or autofire (p. 154) attacks. When making more than one attack with your gun (single shot) in a turn, you waste an extra bullet. You gain no benefits or additional rolls for these wasted bullets.

UNEDUCATED (MINOR COMPLICATION)
You haven't been blessed with an overabundance of schooling. Unlike Slow Learner, which revolves around one area you aren't good at, this trait reflects a lack of basic schooling and general knowledge.
Penalty: You suffer a –2 step Intelligence penalty to any Knowledge-based skill checks.

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