PrivateEye
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Chapter Two: Playing The Game
This chapter is 18 pages long.
We start with the standard success roll (which is 3d6 and roll equal to or less than the ability/skill being tested).
Critical success and failure is explained (3 or 4 is always a critical success, 5 is a critical success if you effective skill if 15+ and 6 is if you skill is 16+. 18 is always a critical failure, if you effective skill is 16 or better 17 is an ordinary failure, if it's under 16 it's a critical failure and any roll 10 greater than your effective skill is a critical failure). The effect of critical success/failure is up to the GM. This makes me wince a bit...
We then get lots of additional material - repeated attempts, contests of skills, reaction rolls and a reaction table, and damage (based on your ST).
Characters in Action
This deals with all the crazy things PCs get up to: running, jumping, climbing, lifting and throwing things (more tables), swimming, extra effort, sensing things and Will rolls.
Finally we get a section on Fright Rolls and their effects - a failure requires a further 3d6 roll, adding the amount by which the first roll was failed, then consulting a chart - the worst possible result (22+) will give a new disadvantage (GM discretion) such as a phobia, delusion, white hair etc, as well as some time spent in shock or even catatonic (GM discretion).
Next is Combat
Combat sequence is based on Move Scores and Basic Speed in the case of ties.
Various manoeuvres are chosen: move, change position (standing, crouching, kneeling etc - all oaf which have specific effects), ready, reload, stack, all-out attack, all-out defence, long action and free actions.
Then we get the section on actually making your attack and various modifiers), and defence (which may be active - dodge, block or parry) or passive (something like armour or a shield - they also absorb damage, but there is a chance they will deflect a blow). There are some special case rules, and critical hits have specific effects in combat.
Rules for damage and its effects allow for shock, knockdown and stunning.
Ranged attack rules cover range, multiple shots (including automatic weapons), shotguns, firing with two hands etc
Close and bare handed combat have a separate section, including slamming, flying tackles etc as well as punching, kicking, pinning, trampling etc, along with improvised weapons.
Injury, illness fatigue and crippling injuries are all dealt with along with first aid and recovery.
Explosions, poison, disease and falling - a common feature of the comics - are all there, along with fatigue.
There are no rules for vehicles in this version of the game - not that they feature in much details in the comics
I found this section complete - a bit over complete for my tastes these days as I prefer looser rules. My tastes would be for a lighter system for HB these days, but this set certainly does the job.
A chapter on BPRD next
This chapter is 18 pages long.
We start with the standard success roll (which is 3d6 and roll equal to or less than the ability/skill being tested).
Critical success and failure is explained (3 or 4 is always a critical success, 5 is a critical success if you effective skill if 15+ and 6 is if you skill is 16+. 18 is always a critical failure, if you effective skill is 16 or better 17 is an ordinary failure, if it's under 16 it's a critical failure and any roll 10 greater than your effective skill is a critical failure). The effect of critical success/failure is up to the GM. This makes me wince a bit...
We then get lots of additional material - repeated attempts, contests of skills, reaction rolls and a reaction table, and damage (based on your ST).
Characters in Action
This deals with all the crazy things PCs get up to: running, jumping, climbing, lifting and throwing things (more tables), swimming, extra effort, sensing things and Will rolls.
Finally we get a section on Fright Rolls and their effects - a failure requires a further 3d6 roll, adding the amount by which the first roll was failed, then consulting a chart - the worst possible result (22+) will give a new disadvantage (GM discretion) such as a phobia, delusion, white hair etc, as well as some time spent in shock or even catatonic (GM discretion).
Next is Combat
Combat sequence is based on Move Scores and Basic Speed in the case of ties.
Various manoeuvres are chosen: move, change position (standing, crouching, kneeling etc - all oaf which have specific effects), ready, reload, stack, all-out attack, all-out defence, long action and free actions.
Then we get the section on actually making your attack and various modifiers), and defence (which may be active - dodge, block or parry) or passive (something like armour or a shield - they also absorb damage, but there is a chance they will deflect a blow). There are some special case rules, and critical hits have specific effects in combat.
Rules for damage and its effects allow for shock, knockdown and stunning.
Ranged attack rules cover range, multiple shots (including automatic weapons), shotguns, firing with two hands etc
Close and bare handed combat have a separate section, including slamming, flying tackles etc as well as punching, kicking, pinning, trampling etc, along with improvised weapons.
Injury, illness fatigue and crippling injuries are all dealt with along with first aid and recovery.
Explosions, poison, disease and falling - a common feature of the comics - are all there, along with fatigue.
There are no rules for vehicles in this version of the game - not that they feature in much details in the comics
I found this section complete - a bit over complete for my tastes these days as I prefer looser rules. My tastes would be for a lighter system for HB these days, but this set certainly does the job.
A chapter on BPRD next