21 lines
22 KiB
Plaintext
21 lines
22 KiB
Plaintext
{"name":"End Consequence","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"concentrate","minap":1,"description":"<p>Many consequences list their duration as lasting until a concentrate action is taken to end them. These consequences mostly represent mental states or afflictions of some kind. To bring one or more of these consequences to an end, the character simply needs to take a moment to clear her head and get herself under control. To do this, she takes the end consequence action and spends AP. For every AP, she spends she may remove a severity of one of these consequences. Removing the last severity of a consequence removes the consequence entirely. She may divide the AP between any relevant consequences as she sees fit, and provided she has enough AP for it, she may end multiple consequences at a time in this way. Additionally, taking this action discharges any penalty from the Wound consequence.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_end.svg","effects":[],"_id":"06L0cwm4CIuCFetU"}
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{"name":"Autofire","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"attack","minap":2,"description":"<p>Autofire involves firing a rapid string of shots at a target. It’s an option that must be chosen before an attack is made, and the weapon must be capable. This means it will have the Autofire property, followed by a numerical rating—for example Autofire 3. </p>\n<p>The autofire rating applies a bonus to the attack equal to the rating itself. For example, Autofire 2 would add a +2 bonus to the attack. Additionally, should the attack score a critical hit, the attacker may choose to have the target take a second hit at the same damage rating as the critical effect. </p>\n<p>The downside of autofire is that it takes more shots than a basic attack and always costs at least 2 AP. The number of shots it takes is the square of the autofire rating—for example, Autofire 3 would take 9 shots. On anything but a critical hit, using autofire to attack a target within a zone of control always results in checking for stray shots for the line of fire (see page 129). </p>\n<p>An attack may be made at a lower autofire rating than the maximum with which the weapon is capable. For example, an Autofire 3 weapon can attack at Autofire 2. There is no Autofire 1; that is simply a normal shot.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_autofire.svg","effects":[],"_id":"2MMHlpK3s6dQdh15"}
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{"name":"Spin","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"move","minap":1,"description":"<p>Normally characters are in control of their own movement. There are times, however, when they lose control—such as being knocked down or spinning in zero-G. This loss of control is represented by the Spin consequence. Characters wishing to regain control of their movement—and who are capable of doing so—may take a move action to get rid of this consequence. For every 1 AP spent, the Spin consequence may be reduced a severity. Naturally, this means stopping Spin is more effective if the character is more committed and thus declares it in an earlier phase.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/acion_spin.svg","effects":[],"_id":"5EMSIbuL0iQTEVHC"}
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{"name":"Observe/Recall","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"concentrate","minap":1,"description":"<p>Sometimes a character really needs to remain alert or to recall a critical piece of infor- mation. This can be done by taking this action to concentrate, and making a Perception or Intelligence flip, as appropriate.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_observe.svg","effects":[],"_id":"6Jehzrp00Ygut778"}
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{"name":"Basic Attack","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"attack","minap":1,"description":"<p>Broadly speaking, attacks break down into wo categories: attacks in melee (hand-to-hand combat) and attacks at range. Melee attacks are Dex/melee vs. Defense flips. Using a gun or other ranged projectile is a Dex/guns vsDefense flip. Throwing an object as an attack is a Dex/athletics vs. Defense flip.</p>\n<p>When making an attack, the attacker makes her action and compares the result against the arget’s Defense (see page 123). If she hits the irst Defense number, she scores a hit. If she hits he second Defense number she scores a criticahit. Should she score a critical hit, she will have a number of critical hit options after damage is dealt (see Critical Hits on page 130).</p>\n<p>With either a hit or critical hit, the attacker typically gets to deal damage to her target. Every weapon should have a series of four damage ratings, each corresponding to one of the four card suits. Look up the damage corresponding to the suit of the card played for the attack. If multiple cards are involved in the attack, use the same suit that determines if the action was trump. The target takes this amount of damage (see “Damage Ratings,” page 117).</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_attack.svg","effects":[],"_id":"6SzwLX8QmuDqieMR"}
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{"name":"Wait","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"reaction","minap":3,"description":"<p>Sometimes a character wants to take a particular action in response to another’s action. For example: “If she walks through the door I will shoot her.” These types of declarations can be made with a wait reaction. To declare a wait reaction, the player must specify both the trigger event and the response action during the declare phase.</p>\n<p>Examples of trigger events include: “if she speaks,” “if she does anything violent,” and “if she starts to run.” Examples of response actions include: “I shoot her,” “I chase after her” and “I dive for cover.”</p>\n<p>Declaring a wait costs 1 AP for the reaction itself and 2 AP spent for the response action. The cost of both these are paid during declare phase when the wait reaction is chosen. The response action may later be canceled like any declared action, in which case it becomes irrelevant if the trigger occurs. </p>\n<p>Once the trigger happens during action resolution, the response action is also immediately resolved. These are considered to have occurred simultaneously.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_wait.svg","effects":[],"_id":"CdlZLAVl8Da9Tjgq"}
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{"name":"Basic Move","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"move","minap":1,"description":"<p>The most basic movement is simply running or walking from one position to another. Doing this costs at least 1 AP per bout of movement, and the exact distances can be ballparked as “1 AP of movement,” “2 AP of movement,” etc.</p>\n<p>There are times, however, when exact measurements are necessary. During these times, assume a character can move the average of her Spd and End in meters per AP, if running or half that distance if walking. This distance may be adjusted downward if the character is facing difficult terrain or other obstacles.</p>\n<h3>Obstacles</h3>\n<p>Movement isn’t always across flat, open surfaces. Often it involves climbing, jumping, swimming, bouncing around in zero-G or other obstacles. Overcoming one of these obstacles is a move where the player must succeed, usually on a Str/athletics, Dex/athletics or End/athletics flip. The GM sets the difficulty of the obstacle. Doing this typically costs at least 1 AP per bout of movement required. If exact measurement becomes important, every 1 AP and successful attempt gains the character half the average of her Spd and End in meters.</p>\n<p> </p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_move.svg","effects":[],"_id":"DHsCGBJw4QxbBv0T"}
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{"name":"Intimidate","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"interact","minap":1,"description":"<p>Sometimes it is possible to intimidate a foe in combat, causing her to reconsider the benefits of backing down. Intimidating a foe is a Chr/persuade vs. Det flip. The foe must be able to see and communicate with the character for this to work, and it may only be performed on one foe at a time. The GM should also consider possible modifiers—for example, having appropriately threatening gear probably counts as the right tools for the job, and attempting this when outnumbered almost certainly makes it more difficult. On a success, the target gains the Fear (light) consequence. With 5+ Mag this increases to Fear (moderate).</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_intimidate.svg","effects":[],"_id":"FXTuzCMVQNydEHWP"}
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{"name":"Dodge","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"reaction","minap":1,"description":"<p>When subject to an attack, the target may opt o make a dodge reaction. Dodging typically either doubles the character’s Cover bonus to Defense or in melee it may add her melee skill to Defense. </p>\n<p>Anytime an attack is made against a character’s Defense she may respond by attempting a dodge reaction. As with all reactions, this requires spending an AP. A character may only declare a dodge reaction if she is aware of the attack—that is, she cannot dodge attacks she doesn’t see coming. The effect of taking a dodge reaction varies depending on whether the character is being attacked in melee or whether she is being attacked at range.</p>\n<p>A character being attacked at range can use the reaction to make the best of her available cover. When the dodge reaction is made, she doubles the bonus it applies to her Defense score. On the other hand, a character being attacked in melee—regardless of whether the attack itself is with a melee weapon or a ranged weapon—has another option. She may either double her cover (as with being attacked at range) or she may apply her melee skill as a bonus to her Defense.</p>\n<p>Example: Sanja is being attacked. Her Defense is 7/15, and the attack action then achieves a total of 17. Normally this would be enough for a critical hit, but Sanja really can’t afford to take a critical wound now. She declares a dodge reaction and spends an AP. Since she is being attacked in melee, she has two options: she can either double her cover (moderate, doubled to a +4 bonus) or she may use her melee skill (for a total of +1). She opts to double her cover, giving her an effective Defense of 11/19. This means the attack is still a hit, but it’s not a critical hit. </p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_dodge.svg","effects":[],"_id":"JeH4rmziPmurB39M"}
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{"name":"First Aid","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"interact","minap":1,"description":"<p>To apply first aid in combat, the healer should make a Dex/medic-10 flip. The action benefits from having the appropriate tools (see page 111). On a success, she may remove the patient’s Bleeding consequence. A medic may not remove Wound consequences in the span of a combat round unless she has gear specifically capable of this (healing wounds normally takes 10 minutes; see page 119).</p>\n<p>Performing first aid in combat requires at least 1 AP or at least 2 AP if performing it on oneself.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_health.svg","effects":[],"_id":"NVzQN62rV05WYKSD"}
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{"name":"Grapple","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"attack","minap":1,"description":"<p>Sometimes the best tactic is to grab one’s opponent with one’s bare hands and grapple with her. To do this, the attacker must have a free hand. Should she not have a free hand available, she may immediately drop whatever she is holding, thereby gaining one or more free hands to grapple with. </p>\n<p>Characters in a grapple may not take move actions until the grapple is broken. Breaking a grapple is free for the initiator of the grapple, but for other characters, it requires a successful Str/melee vs. Defense flip—an attack action. This attack does not deal damage and is made at a -4 penalty. </p>\n<p>While in a grapple, all actions that do not solely target the grappling opponent are at a -4 penalty. Additionally, as an attack action, a grappler may make Str/melee vs. End flip to choke her target. On a success, this increases the target’s Fatigue consequence a severity. If she’s already at Fatigue (critical), it instead renders her unconscious.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_grapple.svg","effects":[],"_id":"Q8kTBgxjEV3jMCF4"}
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{"name":"Trick","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"interact","minap":1,"description":"<p>Sometime it’s possible to trick an enemy, granting an opening that can be exploited in combat. Such tricks are usually high risk, high reward actions, and they always leave the foe all the wiser against similar future actions. Tricks will usually be opposed actions, although the exact stats and skills will vary depending on the nature of the trick. For example, spraying congealed blood in a foe’s face might be a Dex/athletics vs. Spd flip, while faking a punch to leave an opening might be a Chr/melee vs. Int flip. Regardless of the nature of the trick, on a success, the foe’s Dazed consequence increases a severity. With Mag 5+ it increases by two severities. On the other hand, should the trick fail, the trickster increases her Dazed consequence a severity or two severities if she failed by Mag 5+.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_trick.svg","effects":[],"_id":"TBgzXqY7gMjCV6gm"}
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{"name":"No Action","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"other","minap":0,"description":0},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_none.svg","effects":[],"_id":"bqSieyyOLSY8tU2U"}
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{"name":"Coordinate","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"interact","minap":1,"description":"<p>There’s a reason that small tactical units train together, have their own comm channels and have a clear command structure. Groups of people fight better when coordinated. In combat, a character may take an Int/persuade-10 flip to try to coordinate her allies.</p>\n<p>A character may coordinate up to a number of allies equal to her intelligence. This requires the ability to clearly communicate with the coordinated allies, and benefits from appropriate tools, such as linked comms (see page 194). </p>\n<p>A character may not coordinate herself. On a success, all coordinated allies increase their Bolstered consequence by a severity. With 5+ Mag, they increase it two severities.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_coordinate.svg","effects":[],"_id":"dES68v89c6rJuijs"}
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{"name":"Aim","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"concentrate","minap":1,"description":"<p>With an aim action, a character may take a moment to apply some extra focus and attention when lining up an attack. When this action is taken, the character must specify the target, who must be visible. Every AP spent on the aim provides a +2 bonus to her next attack on the target to a maximum bonus equal to the character’s Perception. This bonus can carry over round to round, but the character’s aim is broken if she takes any action other than to continue to aim at the target or if she takes a dodge or a zone of control reaction against a different target.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_aim.svg","effects":[],"_id":"ePuCC1vQfMFSnSlj"}
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{"name":"Disarm","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"attack","minap":1,"description":"<p>Make an attack at a -4 penalty. This attack forces the target to drop her weapon, usually because the attack hit her arm or weapon. Once dropped, the weapon lands on the ground a meter or two away from the target. With a disarm, the attacker may choose not to deal the usual damage.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_disarm.svg","effects":[],"_id":"jtfMVasuf8c6B7pd"}
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{"name":"Area Attack","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"attack","minap":1,"description":"<p>Some attacks—such as grenades or explosions—affect an area rather than a single target. These attacks will typically have the Area property followed by a rating, which is the radius of the primary blast in meters—for example, Area 10. Area attacks typically deal damage or some other effect to everyone in their primary blast radius and may deal damage to anyone within twice the primary blast radius. This latter area is called the secondary blast radius.</p>\n<p>GMs will have to estimate where characters are when determining if they’re caught within the primary or secondary blast radii. When in doubt, assume a character is caught in it because explosions tend to be large and devastating. Itwo characters are within a zone of control (sepage 126), and one of the characters is caught in the blast, they both are. Explosions do not havclean, easily predictable edges. </p>\n<p>Anyone caught in the primary blast radiuautomatically suffers the effect of the attackHowever, their usual Cover bonus counts as DR when resolving damage from the attack. Taking the dodge reaction to double cover doubles thibonus, as usual. The GM should flip a card foall affected characters. If this card is a jokerthe character has taken a critical hit and thknockback critical effect must be chosen.</p>\n<p>For anyone caught in the secondary blasradius, the GM should flip a card. If it’s red—like blood—they take the damage as well. Ithe card flipped is a joker they take damage and it’s a critical hit, just as with the primary blasradius. Cover applies to them just as it does to those caught in the primary blast radius.</p>\n<p>Unlike most attacks, area attacks are noagainst Defense. They are simply TN 10modified for the range and other circumstanceinto which they are made. Failed area attackwill still go off, but they deviate from theitarget in a random direction by Mag meters.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_area.svg","effects":[],"_id":"mEgSJn3fOJMyba4F"}
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{"name":"Taking Cover","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"move","minap":1,"description":"<p>Sometimes a basic move or a change in posture will be enough to gain a character the Cover or Concealment consequences. To make the most of these, however, the character will need to make a take cover action. There is a difference between “taking cover” and simply having cover. Think of it like this: if Monique is being fired upon and runs to where a stack of barrels is between her and her attacker, she has cover from the attacks. At the same time, if she wants to shoot back, the barrels are in her way as well. She has cover, but she hasn’t “taken cover” to make the most of it.</p>\n<p>When a character takes cover, she needs to have moved immediately next to the object providing her with the cover consequence. She then performs the take cover action, setting herself up so that the cover does not hinder her attacks but still provides her with protection against the attacks of others. Without this, the cover’s bonus to Defense applies both to incoming and outgoing attacks.</p>\n<p> </p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_cover.svg","effects":[],"_id":"pwq6CB24QhNkrt1s"}
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{"name":"Posture","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"move","minap":1,"description":"<p>By default, characters are assumed to be standing. There are times, however, when a character might want to kneel, crouch, sit or lay down. Changing between any of these postures is a move action, and one change in posture may be tacked on for free to another move action, such as a basic move or taking cover. If performed by itself, changing posture costs the usual amount of AP for the phase.</p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_posture.svg","effects":[],"_id":"tF8mIKv0zi2HLv9B"}
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{"name":"Drawing/Reloading","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"action","data":{"type":"interact","minap":1,"description":"<p>Drawing a weapon or reloading one is a simple interact action that involves taking a weapon out or putting ammunition into one. This costs at least 1 AP if the weapon or magazine was in a holster or other easy-to-access position. It costs at least 2 AP if it was harder to reach, such as stowed at the top of a pack or tucked inside one’s boot. Some weapons may have longer reload times, requiring more AP. This will be noted in the weapon’s properties.</p>\n<p> </p>\n<p> </p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/action_reload.svg","effects":[],"_id":"uSQw858IiBrWkeSj"}
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