Evil Dead
D6
Table of
Contents
Introduction
Basics
Characters
Attributes
& Skills
Magic
Actions &
Combat
Equipment
Deadite Scum
Gamemaster's
Section
Links
Email
Guestbook |
VI. ACTIONS &
COMBAT
TAKING ACTIONS
Time
For much of the game, Game Masters can inform characters as to
how much time has passed between events. But for certain actions,
such as combat or a skill used under timed conditions, a more accurate
method is required.
-
Melee Rounds: Melee Rounds are about
5 seconds long. In general, a character can take one action per round
without accruing penalties.
-
Individual Initiative: Characters may
act in the order of their Senses or Paying Attention scores
(from highest to lowest). A character with a higher Senses/Paying
Attention may choose to Hold his Action, letting someone with a lower
initiative act first before he decides what to do.
Multiple Actions in a Round
For every additional action, the character suffers a -1D to all actions
taken that round. Under normal conditions, a character can take a
maximum of 5 actions per round (with a cumulative penalty of -5D to all
actions). Some spells allow for more actions per round with reduced
penalties.
Any additional actions are considered to be taken in the second segment
of the round. Thus, all first actions (by everyone acting in the
round) are resolved in the first part of a round and any extra actions
are resolved afterwards. Who acts first in a round depends upon Initiative
(see above).
Example: Vern is in combat again. He
decides he will take two actions: he will attack and Get Out of the
Way. He will be -1D to both actions.
Reacting
Occasionally, a character will need to react to something that has
occurred during a round. If the character has already acted in the
round, the reaction skill is at -1D for being a reaction and -1D for each
action already taken in the round.
Getting Out of the Way and melee combat skills are commonly used
as Reaction Skills to avoid damage.
If a Reaction Skill is used while defending from an attack, the dice
roll becomes the difficulty the attacker must overcome to be successful,
even
if the reaction skill roll is lower than the original difficulty of the
attack!
Example: Vern is in combat and has already
acted once this round. Suddenly, someone shoots at him and he attempts
to Get Out of the Way. His Get Out skill is normally 4D, but since
he has already acted, it is now 2D (-1D for having already acted and -1D
for being a Reaction Skill). The shooter's base difficulty was 10.
Vern rolls 2 dice and gets a result of 7. The shooter only needs
a 7 or better to hit Vern.
Full Reactions
If the character decides that the only action she will take in a round
is to react, then her Reaction skill roll is attempted with full dice and
the result is added to the attacker's difficulty.
Example: Amanda knows someone is shooting at
her from a rooftop. She decides that all she will do this round is
Get Out of the Way. She rolls her full 4D gets 15. The shooter
must now roll higher than 10 (standard difficulty) + 15 = 25 in order to
hit her!
Applying Reactions to the Entire Round
A single defense roll applies to all ranged attacks in a round.
Thus a character need only Get Out of the Way once to attempt to
avoid attackers using guns, thrown weapons or grenades.
Parry rolls must be made for every attack! Thus, in close
combat, if a character is punched four times, he must either attempt four
parries using his Hurting People or Stabbing skills or be
take the damage!
RANGED COMBAT
Ranged combat difficulty targets:
Range
|
Difficulty
|
Point Blank |
Very Easy (1-5) |
Short |
Easy (6-10) |
Medium |
Moderate (11-15) |
Long |
Difficult (16-20) |
Extreme |
Very Difficult to Heroic (20+) |
Shooting at Multiple Targets
Characters may choose to aim at more than one target in a given round.
If they do so, they suffer a cumulative -1D when shooting at each target
beyond the first.
Example 1: Amanda is cornered by two drooling
deadites. She is armed with a pistol that can shoot up to 3 shots
per round. She can either shoot at one without a penalty or attempt
to shoot at both. She decides to fire once at both of her attackers.
Her total dice penalty is -1D to the first shot (the penalty for taking
multiple actions) and -2D to the second shot (the penalty for multiple
actions + the second target penalty).
Example 2: Amanda is cornered again, this time
by three skeletal warriors. She decides to fire once at each (3 actions,
2 additional targets). She suffers a -2D to her first shot (for the
two additional actions), a -3D to the second, and a -4D to the third!
Spraying Bullets
Some weapons, such as fully automatic machine guns, allow the bearer
to spray bullets at an enemy. This has a variety of advantages and
disadvantages:
Advantage
|
Disadvantage
|
Shooter gets +1D to hit and does not suffer
any penalties for aiming at multiple targets in a round. |
The shooter may potentially hit anyone
in the direction in which he is pointing the gun (including allies and
innocents). If the shooter is trying to avoid hitting a friendly
target, add 15 to the difficulty number to hit. If the shooter rolls
less than 15 over the standard difficulty (dependent on range) , he hits
the friendly target as well. Roll damage normally. |
|
Uses ammunition more quickly. |
|
If the attack is successful, roll one
less die for damage. |
Using two guns at once:
Advantage
|
Disadvantage
|
Shooter does not suffer any penalties
for shooting at more than one target in a round without declaring a "Spraying"
action (see Spraying Bullets below). |
Shooting a second weapon counts as an
action (resulting in an additional -1D to each action in the round). |
Both first shots are fired in the first
segment of the round (if one gun is shot twice, the second shot is considered
to go off in the last part of the round, after all other first attacks
have been resolved. |
Shooter suffers an additional -1D to any
shot taken with his or her "off" hand. |
Permits the character to fire the maximum
number of bullets from both guns in a round (thus, is a shooter is using
two pistols which may fire 3 times in a round, she can shoot 6 times total
in the round). |
If someone using two guns stops to reload,
they must take an additional action to stow one gun while the other is
reloaded. There is no additional action if the "extra" gun is thrown
away. |
COMBAT MODIFIERS
A number of factors can affect a character's chances to succeed in combat.
Smoke may obstruct a target, oil on the floor may make dodging more difficult,
etc. Following are a number of modifiers Game Masters may choose
to apply in the game.
-
Drawing Weapons: Drawing a weapon counts as an action in a
round (all other actions are at -1D this round).
-
Reloading Weapons: The time required to reload a weapon varies
depending on the type. Most require 1 action to reload. See
the weapon descriptions in the Equipment section.
-
Targeting Systems: Some weapons, usually in aircraft or tanks,
have targeting systems that help the gunner. These depend on the
weapon type and quality.
-
Rate of Fire (ROF): This statistic is given for each weapon.
A weapon cannot be fired more times than its ROF in a round, regardless
of the number of actions the character takes.
-
Called Shots: Attackers can make a "called shot" against a
specific target, such as a particular part of a target's body (a hand,
head, etc.) or a small item. Add +1D to the difficulty for a target
10-50 cm (approximately 3-18 inches) long. Add +4D to the difficulty
for a target 1-10 cm long. Add +8D to the difficulty for a target
less than a centimeter long.
-
Cover: Provides a target with some protection from detection
and attack. Add the following modifiers to attempts to detect or
hit a target, when appropriate
Visual Cover
|
Modifier to Difficulty
|
Light Smoke |
+5
|
Thick Smoke |
+10
|
Very Thick Smoke |
+15
|
Poor Light |
+5
|
Moonlight |
+10
|
Complete Darkness |
+20
|
Characters can also hide behind objects, such
as walls and vehicles, which provide protection against attack. Add
the following modifiers depending on how much of the target is covered.
Target is |
Modifier |
1/4 covered |
+5 |
1/2 covered |
+10 |
3/4 covered |
+15 |
Fully covered |
If cover provides protection, attacker
cannot
hit target directly. Damage is absorbed by the item giving protection,
until it's Body rating is depleted (see Protection below). |
Protection: Inanimate
objects have a strength rating to resist damage. When the protection
takes damage, roll its body strength..
Sample Protection |
Body Strength
|
Flimsy wooden door |
2D
|
Standard wooden door |
3D
|
Standard metal door |
5D
|
Reinforced door |
7D
|
Blast door |
10D
|
If damage exceeds the Body Strength roll of
the protection, consult the table below to see the condition of the protection:
Damage > Body Strength Roll
|
Protection is:
|
0
|
Not seriously damaged
|
1-5
|
Lightly damaged
|
6-10
|
Heavily damaged
|
11-15
|
Severely damaged
|
15+
|
Destroyed
|
A character behind protection may suffer some
damaged depending upon how badly his protection is damaged. Subtract
dice from the attack's damage based on the chart below.
Protection is:
|
Reduce weapon's damage by:
|
Not seriously damaged
|
Character is completely protected
|
Lightly damaged
|
-4D
|
Heavily damaged
|
-2D
|
Severely damaged
|
-1D
|
Destroyed
|
Character suffers full damage.
|
Armor: Armor protects the wearer from damage. In the
game, add the value of the armor to the Body roll of the character suffering
damage. See the Equipment section
for different armor types.
MELEE COMBAT
HAND-TO-HAND COMBAT
Striking:
The standard difficulty to hit with Hurting People with Your Bare
Hands roll is Very Easy (5). Damage is equal to the character's
Body roll + 1D per Effect Value (see Effect
Value).
Blocking:
Character's may attempt to block an attack using their Hurting People
with Your Bare Hands skill. Players must declare they will be
attempting to block before the attack occurs. If they do not, they suffer
an additional -1D when attempting to block.
Example: Vern is in a brawl with a drunken
lout in a bar. He decides to strike but forgets to "hold an action"
in case he needs to block. The lout takes a swing and Vern decides
he had better try to block. He must roll Hurting People at -2D.
If his blocking roll is higher than the lout's attack roll, he will have
parried the blow. If not, he may take damage.
Example: Somewhat bruised from last round,
Vern decides he will hold an action this round in case he needs to block.
This means he is -1D to both his attack and blocking roll.
MELEE COMBAT
Melee Combat is handled much the same way Hand-to-Hand Combat is, except
that the characters involved use Stabbing, Slashing & Bludgeoning
and are armed with handheld weapons.
A character armed with a weapon may use it to block an unarmed assailant.
DAMAGE
When an attacker successfully hits his target, he rolls the appropriate
number of dice to designate damage (see the weapons list in the Equipment
section). Ranged weapons do a set amount (e.g. a Heavy Pistol does
5D damage). Melee weapons do a the bearer's Body + additional dice
for the weapon type + 1D for every 10 EV points.
In Evil Dead D6, different types of characters take damage differently.
Think of it as cinematic effect: "lead" characters like the player
characters, strong villains, and important non-player characters are harder
to kill and maim. The use the Lead Character Damage
Table below. Other, supporting characters, or "lackeys," do not
fare so well and consult the Lackey Damage Table.
A single shot or blow is often enough to kill or maim them. Of course,
deadites can often take a great deal of "maiming" before they are completely
destroyed...
Damage for Lead Characters
The targeted character then rolls his Body dice and adds any armor
value, if armor is worn. If the target's Body roll is greater than
the attacker's roll, the she had resisted the damage. If not, consult
the table below for results:
Damage Roll >
Body Roll
|
Effect
|
Description
|
0
|
Quick Stun
|
Character suffers a -1D to all skill and
attribute dice used in the character's next action. If a character
suffers a number of stuns equal to her Body, she falls unconscious for
1d6 minutes. |
1-5
|
Stunned
|
Character suffers -1D to all skill attribute
dice used in this round and the next. If a character suffers a number
of stuns equal to her Body, she falls unconscious for 1d6 minutes. |
6-10
|
Wounded
|
Characters fall prone and can take no actions for the
rest of the round. The character suffers a -1D to all skills and
attributes until healed. |
11-15
|
Seriously
Wounded
|
Falls prone and is in pain. -2D to
all actions. |
16-20
|
Mortally Wounded
|
Falls prone, and heavily dazed and will
remain that way until healed. -3D to all Attribute and Skill checks. |
21+
|
Dying: Falls unconscious
or dies.
|
Unconscious and must make Body or Tough
Guy checks to remain alive (See below). |
The Big Good-bye: If a character is Dying,
he must roll a Moderate Body or Tough Guy check once per 5 minutes.
If you fail, you will die in 5 minutes. CP's can be spent freely
to make these rolls. Once CP's are spent, a character may spend Mojo.
Each Mojo point buys you 10 minutes of time. Once you're out of CP's
and Mojo, you're pretty much screwed buddy.... |
|
|
Pulping: Cruel GM's may decide that if the
Damage roll is more than 25 points higher than the Body roll, the character's
body is "pulped," or completely destroyed instantly. This is a major
bummer for characters, as you might imagine, but it makes for a cinematic
moment... |
|
|
Lackey Damage
Players will often come face-to-face with large groups of shuffling
zombies, rattling skeletons and other deadite scum. They will have
to dispatch large numbers of them to get at the real villains and stronger
Evils that must be defeated. This makes for a great deal of hacking,
slashing, blowing away, and blowing up. It's also a lot of fun.
When a lead character attacks a Lackey, consult the table below:
Damage Roll >
Body Roll
|
Effect
|
Description
|
0
|
Quick Stun
|
The Lackey suffers a -1D to all skill and
attribute dice used in its next action. |
1-5
|
Wounded
|
The Lackey takes a solid blow and shows
some damage. It will be -1D to all rolls until healed. |
6-10
|
Seriously Wounded
|
The Lackey is knocked off its feet and loses a limb.
It will be -2D to all rolls until healed. |
11-15
|
Chunky Damage
|
The Lackey falls prone and loses either
a major part of its body or its head. It is at least -3D to all actions.
Note, even decapitated deadites may still attack often times! |
16-20
|
Pulped
|
The Lackey's body is destroyed and cannot
be resurrected except by the most powerful of magicks. |
Armor
Characters may choose to wear Armor to provide them with some protection
against damage. The Armor Value of the protection is added to the
wearer's Body dice when attempting to resist damage. Different types
of armor are listed in the Equipment section.
Example: Vern is wearing leather clothing,
which provides +2 pips to his Body rolls to resist damage. A skeletal
archer shoots and hits him for 10 points of damage. Vern has
a Body of 3D and adds +2 for the armor, getting a total of 16. He
takes no damage from the arrow!
HEALING
Characters can heal in a variety of ways, but the three most common
methods are natural healing, first aid kits, and professional medical facilities.
Natural Healing:
A character can heal naturally, but this process is both slower and
riskier than getting medical care. The character must rest a specified
amount of time and then can make a healing roll: the character's
full Body or Tough Guy skill to see if the character heals.
Healing characters can do virtually nothing but rest. A character
who tried to work, exercise or adventure must subtract -1D from his Body
when he makes his healing roll. Any character who opts to "take it
easy" and do virtually nothing for twice the necessary time may add +1D
to his Body to heal.
A wounded character may roll once per day for healing:
Degree of Injury |
Difficulty of Body
Roll |
Result |
Stunned, unconscious |
Moderate |
Revives. |
Wounded |
Difficult |
Patient healed. |
Seriously Wounded |
Very Difficult |
Patient raised to Wounded . |
Mortally Wounded |
Extremely Difficult |
Patient raised to Seriously Wounded. |
First Aid Kits
First Aid kits usually have bandages, antiseptics, anti-inflammatories,
painkillers and other lightweight medical supplies. A standard kit
can be used two times before needing to be restocked.
A Stoppin the Bleeding roll is required
to use a First Aid kit. The Difficulty depends on the severity of
the patient's injury:
Degree of Injury |
Difficulty |
Result |
Stunned, unconscious |
Very Easy |
Revives patient. |
Wounded |
Easy |
Patient healed. |
Seriously Wounded |
Moderate |
Patient raised to Wounded. |
Mortally Wounded |
Difficult |
Patient raised Seriously Wounded. |
Killed |
Unearthly (50) (must
be attempted the round after the patient has been killed. |
Patient is Mortally Wounded. |
If the Stoppin the Bleeding roll is unsuccessful, the character's
condition remains the same. If the
Stoppin the Bleeding roll
misses the difficulty by more than 10 points, the patient remains the same
and another Stoppin the Bleeding roll cannot be made for another
24 hours.
Multiple Stoppin the Bleeding attempts can be made on a patient
within a single day, but the Difficulty increases one level for each additional
use.
Medical Facilities/Emergency
Rooms
Most modern American cities have fairly advanced medical facilities,
though some of the far-flung towns are more limited. Keep in mind
that if players travel to different time periods or dimensions, medical
options will likely be much more crude.
Advanced medical facilities may be used to treat serious diseases, attempt
surgery, and save back mortally wounded patients.
To use these facilities, a character must have the Medicine (A) skill.
Degree of Injury |
Difficulty and Time |
Wounded |
Very Easy with 1D hours
of care. |
Seriously Wounded |
Easy with 4D hours of
care. |
Mortally Wounded |
Moderate with 1D days. |
Dying |
Difficult (20) with 2D
days. |
Killed |
Unearthly (50) with 10D days. |
|