Liquidsun
Getting Physical
- Combat
This section covers the physical attributes of a person, including strength, reflexes, and how much damage a body can take. It also covers armouring parts of the body.
Body Points
All things in liquidsun have life points.They reflect the amount of physical/structural damage an object or person can take before it falls apart. Humans (using the term very broadly) have 6 locations which are divided into:HEAD +------+ BODY | | LEFT LEG +------+ HEAD +------+ RIGHT LEG | L | | R | LEFT ARM | ARM +------+ ARM | RIGHT ARM | | | | +------+ BODY +------+ Losing Body Points, | | besides being very +---+------+---+ painful, is covered | L || R | in the Damage section | LEG || LEG | of these rules. | || | +------++------+For the persona in liquidsun, these body points are divided among the different locations in the following percentages:Table 1 Body Point Allocation
Specific results of damage to the different parts of the body will be covered in damage.
BODY SECTION POINT ALLOCATION torso .4total BP left/right arm .1totalBP left/right leg .15totalBP HEAD .1totalBP
Strength
Fitness,among other indicators, is also a measure of the individual's physical prowess.. It is rated as a number from 1 to 5(or higher). This figure is used to establish how much you can lift, how much damage you inflict in hand to hand combat, and if you are knocked down from an attack.When utilizing your fitness over another persona, to lift them or restrain them, you call a "Fitness Check". Depending on the actual degree of strength involved(and thus the difficulty level of the "Fitness Check") you can determine if you succeed or not.
Table 2: Fitness
Rating Example 0-1 Child 2-3 Normal Human 4-5 Twice Normal Strength: Shock Forces P2 6 Four Times Normal Strength:"Fuller Skeleton" plus myoenhancement 7+ Off the scale:Capable of preternatural lifting abilities Knockback
If you get hit by an attack that inflicts more damage than your body's (not just a limb's) fitness rating, you will be knocked down and away from the attack. This applies even if your armour absorbs the hit (see the section on Armour). Even if you are not knocked down, remember to role-play the effects of the hit.
Reaction Speed
Adroitness,which is a gross measure of the persona's hand eye co-ordination also indicates what a persona's base "REACTION SPEED" will be.The reaction speed of a player is a benchmark of how quickly your hand (foot, mouth,etc.) moves after your brain tells it to. It is used for dodging attacks, and for enhancing accuracy with both firearms,melee weapons and in-fighting.
Table 3: Reaction Speed
Adroitness Rating Base Reaction Speed Example 0 0 Child 1-3 0 Normal Human Reactions 4-5 +1 Twice Human Reactions:
Shock Forces P2,"Oyari Reflex Attenuation"
Combat Drugs6 +2 Four Times Human Reactions:
Top of the Range Shakuhachi Reflex Attenuation7+ +3 Eight Times Normal Reactions Dodging
This is an ability that can be quickly taken advantage of. As such, the following guidelines must be adhered to when attempting a dodge::
- You must be free to move and be able to throw yourself away from the attack
- You must be aware of the attack and facing the attacker
- You must announce your action immediately after your attacker finishes their call (seeCombat) by saying "Glancing Blow"
- You avoid all the physical trauma from that attack, but still suffer any side effects of the hit (Poison, taser, etc.)
- You may only use the ability a set number of times dependant upon your adroitness rating:
Note: For the purposes of this chart, a single combat should be taken as a period of 15 minutes from the moment the character became aware of the combat, ie a once per combat dodge can be used (at most) once every quarter hour.
Rating Dodge Frequency 1-3 Not Applicable 4-5 Once per combat 6 Twice per combat 7+ Three times per combat Note: The Dodge/Glancing Blow could be used to throw yourself in front of someone else and "take the bullet" for them. All the above rules apply (except you take full damage to the body) and you must be within one step or dive of the intended target.
Armour
Armour is as effective as its defense rating. There are various types of armour affording different levels of protection. Armour works in the following manner.All armour has adefense rating(from A-G). All weapons capable of breaching armour have a penetration rating(similarly ranked from A-G) Whenever the situation exists in combat to be hit by a weapon,the defense rating and the penetration rating are compared. If the penetration rating exceeds the defense rating player is hit.EG. Mike is wearing hexlite vest(B) Ping shoots at Mike with a 75mm Man Howitzer(F).Ping's weapon is going to do damage on Mike. In such a case, if a weapon has the ability to breach armour, half the damage value of the weapon is expended in breaching the armour, the remaining half is applied to the persona.If the penetration rating does not exceed the defense rating, the force of the hit is transferred to the persona as subdual damage, again, with 50% of the total damage of the weapon acting on the persona.
The major difference between armour and body points is this: armour gets used up and will not get better, while body points will be recovered. With armour on the body, the front and back are considered different locations for the purpose of getting used up.
Table 4: Armour
.
INTERNAL Protection Type Description Phys Rep B Fuller Skeleton Expensive, "self-repairing" chemo-mechanical gene-alt see Gene-alt section"Fuller Skeleton" EXTERNAL Protection Value Type Description Phys Rep A Cloth Armour Epoxide-tm weave fabric Heavy Denim or better B-C Semi-Rigid Armour Cloth armour with Epoxide/ceramic laminates in vital locations Bike Leather or padded material D Rigid Armour Large interlocking Epoxide laminate or ceramic plates within cloth armour Real bullet-proof vest or similar F-G Carapace Spun ceramic/epoxide shell which encapsule the wearer in an integral shell of "armoured vehicle" class protection. Way-far gone armor replica(a la Bubblegum Crisis) Note: Subdual damage does not use up armour. However, if you receive a blow that inflicts more damage than your armour, the excess is carried over to the location (see Combat).
Note: Rigid armour or better will stop armour piercing damage going through your armour. treat "AP" rounds as "Standard" rounds (see Combat).
Note: Even if your armour fully protects you from a blow, you will still feel some degree of knockback so react to every blow. Role-play it!
Combat
This section deals with violence of all types. It covers all eventualities with all forms of combat. How well it does that depends on the co-operation of the players. Understanding what follows and role-playing it in the spirit and the word of the rules is what makes any combat system work.Infighting
This section deals with combat involving infighting weapons, that is, melee and up close type stuff..As previously stated, the only phys. reps that are allowed are placard representations of the weapon.AT NO TIME ARE THERE TO BE ANY OTHER REPRESENTATIONS OF KNIVES, CLUBS, WHATEVER!!!!!!!!!!It should also be clarified that no one is to touch anyone else during combat AT ANY TIME!!!!!!!Period...no exceptions. Roleplaying is just that....playing a role The storytelling/referee team does not have the money to carry insurance, nor do we want to carry the guilt of someone falling victim to bodily harm at one of our events...so again NO TOUCHEM!!!!!!!.
. You act out the blow you wish to inflict making sure you avoid ALL physical contact. The blow is accompanied by a call:
Reaction Speed -Brawling(or Specific Martial Art) - Location - DamageFor example:
"Plus 2-Brawling - Head -3Blunt"Your target should react appropriately.
If your target can move their arm appropriately to block the blow, again, avoiding physical contact, they may do so. However, blocking may hurt.
In both cases armour counts as normal.
- Blocking a "lethal" attack (see Damage): you take full damage for the attack (but it is on your arm, not your head!).
- Blocking a "subdual" attack (see Damage): this will hurt if the attack does more damage than you would do with your bare hands.
Example: You get hit with a plank doing triple. You block with your hand (normally doing single). You would take a double subdual to your arm.
Your skill is used out as a modifier to the damage you cause. See the following section.
Infighting Damage
This damage system is used for all martial arts,brawling and hand to hand weapons. The actual effects of the damage caused are dealt with in the Damage section.Your base damage is your strength rating or your weapon damage, whichever is greater.
Table 5: Infighting Weapons
(1) The wristsaw must be running to inflict damage.
Weapon Damage Dagger 1 Spikes 1 One Handed Sharp 1 One Handed Blunt 1 Two Handed Sharp 2 Two Handed Blunt 2 Wristsaw(1) 3 Monofilament/Glassblade(2) Sever (2) Monofilament is very expensive, impossible to obtain, and dangerous to handle.Glassblade is much cheaper and easier to acquire
Note: Sharp weapons inflict lethal damage, blunt weapons inflict subdual damage (see the section on Damage for details).
Note: Yes, an average human (with a strength rating of 1) inflicts the same amount of damage with their bare hands as with a one handed club! Hitting a hard target will hurt your hand. It wont hurt the club.
Note: Beside the actual damage, melee weapons can have special effects, such as Toxins or Tasers (see Damage).
Skill:
How good you are with your weapon/hands in combat reflects a modifier to your base damage. The actual modifier is standard regardless of weapon type. The level of skill makes the difference. Find your skill level on the table below. Please keep in mind although you could pick up some talent with a wristsaw you would be hard pressed to find a "master" to give you "advanced" training.Table 6: Skills
Note: "Special Ability" signifies some additional effect you inflict in that particular type of combat. It may vary from skill to skill and from individual to individual. Examples might be :
Level Description Base Damage Modifier No Skill No training None Basic Limited training or lots of practice + 1 Advanced Extensive formal training + 2 Exceptional Fully trained and specifically enhanced + 1 and 2 special abilities Disarm - with a sword
Accuracy - with a bow
Plus 1 enhanced reflexes - with ninjitsu.
Firearms
Gunfights in the liquidsun universe happen over a period of microseconds. The combat system must therefore reflect this streamlined,high speed, music video type of violent action..One of the biggest problems arises in large fire-fights with everyone attempting to communicate their actions. This system attempts to deal with that difficulty in the most expedient way possible.
Using a fire arm involves a call identifying: your speed with your weapon of choice,the subject of your gunfire, your target and your damage . This call is standard:
Reaction Speed - (Aiming) - Fire - Target/Location - Damage
The Target then reacts as appropriate.
- Reaction Speed-indicate your Reaction Speed.
- Aiming - a silent count of two seconds whilst you target your victim
- Fire - discharge the weapon. Sorry to say this a vocalized BANG. (Sad but true)
- Target/Location - identify who (by name or distinguishing feature) and where (on which location!)
- Damage - as clarified later in this section, based on weapon and ammunition.
This means that, assuming your fire arm makes a noise you just call your target and your damage. NOTE: It is the firer's responsibility to make sure your target understands by using loud clear calls. If the target can't hear you they won't be able to take damage! More specifically, if the call is unclear to either the target or more importantly the referee, treat it as a jammed weapon!!!!
Your skill governs the accuracy with which you can hit a target. The type of weapon governs the range at which you can fire. This is set out on the following table.
Table 7: Range and Accuracy
Note : "Eye" on the table means the marksman can hit any small part of the target, such as a belt buckle. It also means you could shoot a gun from someone's hand!
Skill Levels Range No skill Basic Advanced Exceptional Point Blank Body Location Eye Eye (0'-5') Pistol Miss Chest Location Eye (5'-40') Rifle Miss Chest Location Eye (Range of vision) Ordinance Miss Chest Location Eye (Ref based) Note : Pistol range is self explanatory. Rifle range is up to the range of your voice. Ordinance range deals with snipers who are shooting at targets usually beyond the range of sight. This is usually a ref moderated system, in a situation where monsters are not actually in place.
To fire at the stated ranges you need the appropriate skill (Pistol / Rifle / Sniper ) and the appropriate weapon (Sniper rifle with proper sights for ordinance ranges!). You may not fire at a longer range but you may fire at a shorter range.
Note : Whilst aiming the weapon must be used correctly, rifle braced at the shoulder etc.
When you are firing you will be shooting using one of four situations.
- Combat
- Cold kill
- Point blank
- Supressing fire
- "Combat"
- A combat situation is any where shots have been fired or are expected to be fired. Because everyone involved is moving about and alert the only viable location is the chest, regardless of skill. If in doubt assume you are in a combat situation.
- "Cold Kill"
- This mode applies when you can fire on an unsuspecting or prone target, thus allowing you to strike locations. A single "Cold kill" shot may be what sets off a combat situation. If in doubt consider it a combat situation.
- "Point Blank"
- If you are within 5' of a target you may hit locations etc. even in a "combat" situation. This is the only situation a non skilled attacker will hit. Common sense does apply. if you put a gun against an unconscious targets eyeball you will hit them in the eye regardless of what the table says!.
- "Supressing Fire"
- This applies when you fire continuously into an area to force people to get their heads down. Suppressing fire automatically misses unless people in the direction of the shots fail to get down or get out of the way. In that situation a ref will decide who gets hit. This is not a method for mowing down hordes of people, it is a defensive measure. When you are using suppressing fire it tends to be very heavy on ammunition.
Firearm Damage
Damage is worked out as a function of the type of weapon you are using, the ammunition and your rate of fire, single shot, bursts or full auto.Note : even with "full auto" you may only engage a single target.
Weapons
Fire arms by themselves are defined in terms of four basic weapons types and as four different calibres of weapon. The four weapon types are pistol,machine pistol,assault rifle and machine gun. The four calibres are small,medium,heavy and very heavy calibre. To actually use a given weapon your strength rating must be equal to or greater than the weapon's suggested strength rating.Using a stabilized tripod or bipod eliminates this requiremnet. This means a heavily gene-alted sofo may probable use a "20 mm Urban Avenger" with one hand while your average hyper may not be able to pick it follow:Table 8: Weapons Examples
Type Calibre Example Pistols Light 10mm Daemonstorm Medium 12mm "Death's Head" Heavy Urban Avenger DZ9 Machine Pistols Light 9mm "Mr. Jones" Medium Excommunicator Heavy Jackhammer Assault Rifle Light Plotz Gimel Medium Dahunshin as24 Heavy MDK240r Machine Gun Heavy M87g autocannon Rates Of Fire
Most types of machine guns can be fired in all three modes, Single, bursts and full auto. Revolvers are single shots only. Semi automatics can be fired fast enough to duplicate a "burst". Each shot, regardless of how many bullets go off, has one damage value:Table 9: Damage
Calibre Single Shot Burst Full Auto Light (Pistol) 1 2 3 Medium (Rifle) 2 3 4 Heavy (M60) 3 4 5 Single Shot - A single round is fired
Burst - 3 rounds are fired
Full Auto - 10 rounds are fired
Ammunition
The ammunition used affects damage and may have additional effects. Common types are listed below. Additional damage from ammunition types does not affect the strength needed to use the weapon.Table 10: Weapon Ammunition Damage Index
It is the players responsibility to keep track of how much ammunition is used and when you need to reload.
Type Effect Armour Piercing (AP) Penetrates armour. Only rigid or better will stop it High Explosive (HE) +1 damage Bean Bag Round Damage inflicted is Subdual Taser Rounds Inflicts normal damage. Also it inflicts a Taser wound High Ex. Shaped Charge (HESC) +1 damage through armour Depleted Uranium +1 damage through armour Incendary See incendiary in theDamagesection Toxic rounds Inflicts normal damage. Also it inflicts a Toxin wound Note: Not every gun will take every type of ammunition. Generally speaking the bigger the calibre and the greater the rate of fire, the less likely it will be to get the more exotic types of round.
Damage
There are two main forms of damage in these combat rules, Lethal and Subdual.All damage is handled as above, However certain attack forms have special side effects. Example are: Fire, Acid, Electricity, Poison, knockback, pain.
- Mortal
- Actual damage to your body. Each point comes off the hits for the location. Armour absorbs damage as indicated, but is useless once it has absorbed mortal damage.
- Subdual:
- Subdue damage comes off your fatigue score the same way that mortal damage comes off your body points.It does not use up armour , but if you are hit for 4 points subdual against a n epoxide weave vest, you will take 2 points of subdual damage.If your fatigue score is reduced to a negative total through subdual damage, the damage is then considered mortal for the remaining blow or blows. So it is possible to subdue someone to death.
- Electricity
- Electricity inflicts subdual damage. Regardless of the location actually hit the damage is taken to the body. (Armour only counts for the location struck). Besides armour, insulated clothing provides full protection for all but the most extreme "shock"
Note ; if the body hits go to a minus total the damage all becomes mortal.
Examples are:
- Fire
- Fire inflicts lethal damage. The amount depends upon the size of the fire. Damage continues at a rate equal to the initial damage every 15 seconds on each location exposed to the flames.
- Incendary (Napalm)
- This differs from fire damage, as it sticks to the target. damage is inflicted as for the weapon type plus damage at a rate of 1 hit every 15 seconds on the hit location until it is extinguished. Indendary rounds also ignite flammable material they come into contact with (see Fire above).
Example:
backpack flame-thrower - base damage of double
- Toxins
- This covers all forms of poisons and tranquilizers. the method of delivery to the system can vary greatly, from gases through ingestive to injected. once in the system damage is applied straight to the body's fatigue or body points. hits.
Tranquilisers inflict subdual damage dependant upon their type. poison inflicts mortal damage. The variety of toxins available make for an endless list of possible effects, but effects other than damage are sorted by the referee at the time.
Note: Gas masks or nasal filters are proof against the more common gases."Sanguafluoro" although expensive, is effective against all but the most advanced toxins. Poison on a blade or in a dart must get past armour to enter your system.
Example:
Tranq dart - base damage of 0 plus toxin damage of 5subdual
- Area Effect Weapons
- This covers grenades, explosives, gas, and any form of attack that affects more than one target in a single action. When an area effect weapon is used, the referee will call a Time Freeze, and determine the effects on the players, one by one.
There are various methods of delivery:
Damage is determined from the basic standard of a hand grenade. Grenades vary in effect, but the basics are shown on the table below.
- Planted, the nuances of which can be covered by a skill in demolitions. This sort of attack goes off where it was set.
- Thrown, as with a hand grenade (the phys rep of this involves a conference with the referee and a game freeze). This type of attack detonates where it lands. The thrower should make an appropriate call (e.g. "Concussion grenade").
- Launched, as with a grenade launcher. this is handled largely by the firearms rules - a pistol launcher has pistol range, etc. The firer decides approximately where the device lands. Hitting a human target requires the appropriate skill (unless at point blank range) and damage as per the fire arms rules applies prior to the explosion. this is usually a single point of subdual damage .
- Indirect, as with a mortar. this is referee moderated as per sniping at ordinance ranges. the referee will handle where it lands and the effects.
Table 11: Grenade Damage
* typical toxin damage will be a subdue to the body if within the area of effect.
Distance From Impact Type 0'-5' 5'-30' High Explosive 6 points mortal 2 points mortal Concussion 6 points subdual 2 points subdual Gas Dependant on wind or phys rep dispersal *
First Aid
This section deals exclusively with the treatment of "battlefield" and "mundane" injuries treatable with "first aid2 skill. This is not the same as medical skills such as "surgeon" (although many doctors have first aid) which are more to do with long-term treatments, and generally involve having hospitals and the like! Such skills are dealt with in theSkillssection of these rules.
This page hosted by Get your own Free Home Page