Rules
This is the main rules for
the game. As you will see, it is really simple to play Techno-Death.
Success, Chalenge and Miss:
To play Techno-Death, you
can use 6 face dice or even your hand. All the system is working on the
Rock, Paper and Scissor style.
On the dice:
1 and 2 : Success
3 and 4: Chalenge
5 and 6: Miss
If you choose to use the RPS style, you could play in LARP or in a camp far in the wood with no sheet at all.
Rock beat Scissor
Scissor beat Paper
Paper beat Rock
When you have a tie, it's a challenge.
Head of column and Skills:
If you don’t have a dot in a skills, you can still try it( but a dot in the header is needed before you can try anything). You loose if you tie or Miss the challenge.
Each dot of skill give you the chance to make a retest on an Miss action. If you don’t have any dot in the skill needed, you will not have the chance to make any retest.
You‘ll use this rule for a tie, when both player have at least one dot in their skill facing each other. The one with the more dots in his skill is the winner. If there’s still a tie, the one with the most dots in his head of collumn will win. And if there’s still a tie, then it’s a retest for both players.
Health level :
You start with 8 health level.
Healthy---level 8
Bad shape---level 7
Sick----level 6
Hurt----level 5 ( cost +1 dot to get a retest)
Really hurt----level 4 ( 2 test for a success )
Badly hurt----level 3 The GM will have to use the random chart to know what kind of bad things had happen to you. From this level and down to 0, you have to see a doctor to get better. If you don’t, you could go down and die. ( 3 test for a success )
Inconcious---level 2 You can’t do anything. ( you can use Resolve with 4 test to get back on your feet, and it’s on every turn )
Near Death---level 1 You loose some essence ( 1,2 or 3) and without help,you will die.
Death----level 0 There is still some chance that someone could help
you. But it has to be really fast.
Combat Rules
Firearms Combat
The firearms rules in Techno-death are very simple. As a character you will have a number of health level. These represent the number of points of damage from firearms and explosives which you may take.
LARP : When these health level reach zero the character must lie down with their eyes closed and may NOT talk (unless it is to state that they have been shot. The calls must be clearly audible).
Combat :
First, each players have the chance to do something (anything, talking is doing something). The only occasion that a player could have a free shot is in the case of a surprise attack ( see down this page).
Each round, each players in the combat shoose what they want to do. What they do won’t influence the chance of the other player to do what he want.
A check is done for each player to know if the action is a success (Rock, paper and scissor).
If
the player win, the action is done.
If the player miss, he can use a dot of this ability to make a retest.
If the player tie, it is his stat in this skill against the stat of the
other player that could be use against.
When a player use a dot to make a retest, this dot will be remove until the end of the night.
In a combat, there’s some skill that could be use on a tie. But if the player is using it that round to attack, he won’t be able to use it again to defend on the tie.
These are the skill :
Acrobatics
Athletics
Boxing
Brawling
Martial Arts
Ultimate Fighting
Wrestling
Blind-fighting
Dodging
Surprise attack
To get a surprise attack on a player, you have to be sure that he didn’t see you attacking him. In other word, if you come from behind, it’s a surprise attack if you shoot before he turn around. You have only one turn of surprise attack, the other turn the player can do something. If the player ear something and turn around before you fire, you loose your surprise attack.
Shooting from distance (Sniping)
is consider a surprise attack if the player didn’t see you. And until he
see you, it’s still a surprise attack.
Healing Rules
The majority of the healing which will be done in the system will be using Healing Patches. These are adhesive patches infused with drugs which are applied to the body directly against the skin and may be only used once.
They release a measured quantity of medication into the body enabling the receiver to recover quickly, with a delay of only a few seconds in some cases.
A character may only be patched once per day, unless the character applying the patch has a sufficiently high Medical skill, which allows him or her to apply more than one patch per day.
Patches have levels which represent their strengths - this number is the amount of health level that are recovered when the patch is applied.
Please remember that a healing patch may only be used ONCE and then all the drugs are used. Also you can only apply 1 patch of each kind to a person per day, unless you have a medical skill.
There are several types of patches available - Body, Cure Disease, Dermal, Detox, Sedative, Stimulant and Neural.
The patches are colour coded for your convience.
Type | Usage | Color | Level |
Body | Heals hits to the body. Can get a Mercs back from death if apply quickly. | Blue | 2 |
Cure disease | Counteracts most diseases in the body | Brown | 1 |
Dermal | Heals hits to the body or death. Special for the cyber ware. | Silver Grey | 2 |
Detox | Counteracts most poisons in the body. | Red | 1 |
Neural | Recovers Hackers death recieved in the computer net only. | Yellow | 2 |
Sedative | Makes the recipient unconcious for 10 minutes. | White | 1 |
Stimulant | Conteracts the sedative patch. And boost the perso. | Black | 1 |
Skill Definitions
Skills have five levels. The level of the skill denotes how competent your character is at performing that skill.
Level Zero : This is equivalent to very basic knowledge (i.e.
someone picking up a gun for the first time and firing it). You use
the head of the collumn for the skill needed ( if the head is at 0, you
can’t do anything…).
Level One : Your character has basic knowledge or training of
how to use the skill in question, whether it be firing a gun or
bypassing a lock etc.
Level Two : Your character is competent in the use of this skill
.
Level Three : You are considered very competent in the area the
skill covers.
Level Four : You are considered one of the reference in the area the skill covers.
Level Five : You are one of the best in the wild, possibly in the world. This is very very rare only a very few characters ever reach this level.
In the systeme of the game, each level of skill give you a retest for the night. When you use it and loose, the level is gone for the night ( you can use as many level as you have on the same test). If you don’t have any level left in a skill, you have to consider that you wont be willing to use it much more that night.
Lunch:
In Techno-death, when you
eat once a day, you’re a normal person. "You can go up to 3 days without
eating, but after that it will cost you 1 point of health level per day
without eating".
Badly Hurt Result:
Now, when you reach the health level « Badly hurt », you have to use this table. In the game, this will give you Where the character is hurt. And it will give something to roleplay in the game for the player.
Random Bullet Damage Table
11 Punctured Lung
12 Blown Off Finger
13 Blown Out Eye
14 Flesh Wound
15 Shattered Bone
16 Shattered Elbow
21 Skull Entry
22 Punctured Butt
23 Shattered Knee
24 Punctured Liver
25 Blown Off Nose
26 Shattered Hand
31 Shattered Foot
32 General Gut Wound
33 Punctured Heart
34 Punctured Throat
35 Shattered Wrist
36 Shattered Sholder
41 Broken Rib
42 Broken Sternum
43 Cracked Collar Bone
44 Cracked Sholder Blade
45 Shattered Hip
46 Punctured Muscle
51 Shattered Jaw
52 Broken Neck
53 General Internal Damage
54 Fractured Skull
55 Punctured Intestine
56 Damaged Spinal Cord
61 Brain Entry
62 Clean Exit
63 Lodged In Dermal
64 Major Artery/Vein
65 Punctured Internal Organ
66 Ricochets Off Bone