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Mechanics

Attributes

In the actions undertaken by characters, success and failure are affected to some degree by their innate qualities. In the face of a moving vehicle, an agile character can dive out of the way, while a sluggish one might have no chance. Alternately, a character may fail to notice the vehicle entirely, making his or her ability to dodge out of the way a moot point. These six scores that dictate a character's general aptitude are called Attributes.

Three of these scores are physical attributes. Dexterity reflects a character's ability to manipulate and interact with his or her hands. Agility is a character's ability to move quickly and precisely. Constitution reflects a character's physical make-up, their strength and stamina. The others are mental attributes. Intelligence is a character's ability to process and evaluate new information. Perception is a character's awareness of the outside world. Charisma reflects a character's ability to act with éclat in situations requiring social skills.

These attributes are generated at character creation and remain more or less static throughout gameplay, save for occasionally incurred penalties or bonuses. For purposes of characterization, a score of 1-2 is functionally impaired, 3-4 below average, 5-6 average, 7-8 above average, and 9-10 exceptional. Scores of ten or above are generally only obtainable by non-humans or by the use of implants or other mechanical augmentations.

Classes

There are six core classes in the Refuge RPG, each associated with one of the six attributes - Soldier (DEX), Scout (AGI), Support (CON), Techie (INT), Spacer (PER), Ambassador (CHA).

Upon leveling up, characters receive Abilities, Traits and Skills as dictated by their class bases and their own attribute scores and invest as they see fit. Every five levels (i.e., at levels five, ten, fifteen, twenty, etc.), characters receive a single point to assign to one of their Attribute scores.

Skills

Skill rolls are used for most everything in the Refuge RPG - from combat to social situations. The number of skill ranks a character can invest into skills is dependent on his or her Intelligence Score and his or her class.

To use a skill, roll 1d10, add the character’s skill ranks, and then the relevant Attribute modifier. There are two basic rolls in the Refuge Role-Playing Game: the opposed roll and the unopposed roll.

An opposed roll requires two agents in contest.

Both characters in an opposed roll make a roll. Whoever has the higher roll after adding Skill ranks, an appropriate Attribute modifier and miscellaneous modifiers wins the challenge. In the case of a tie, the defender wins.

An unopposed roll requires one agent in contest with an obstacle, either natural or artificial.

In this case, the GM sets a Difficulty Score to the roll, which the player must meet or exceed in order to succeed.

In some cases, a character might spectacularly succeed or fail. Rolling either a 10 (0) or a 1 creates a chance for a critical success or a critical failure. The player rolls again, and a subsequent 10 (o) (for a success) or a 1 (for a failure) is an automatic victory or failure regardless of difficulty or an opponent’s roll or the DS.

Abilities & Traits

Abilities, as noted earlier, are combat manuevers. Traits are character quirks. Abilities convey active bonuses to combat actions (i.e. require Action Points to be used) while Traits generally offer passive bonuses (i.e. they do not). All Abilities and Traits have prerequisites that must be met before selection.

The number of Abilities and Traits a character has access to is dependent on their Dexterity and Perception scores, respectively, as well as their class.

See Reference & Gamemastering for an extensive list of Abilities, Traits and information about progression.

Combat

The following are the (abbreviated) rules for infantry-level combat.

Initiative, Action Points & Reflex Actions

Roll d10 + Agility. Highest rollers go first. Ambushers get to choose among themselves who goes first; the ambushed and late joiners join at the end of the round.

Action Points are the currency of combat. Spend them to move, attack, and perform other actions. Some actions (e.g. crossing an an enemy’s line of sight) provoke Reflex Actions, a mini-turn where a character (in this case, the enemy) immediately receives half their AP score in AP to do with as they please. See Reference & Gamemastering for an extensive chart of actions, their AP costs and situations granted Reflex Actions.

Rolls & Combat Modifiers

Most actions taken in combat (apart from movement) involve skill rolls - d10 + Skill + Attribute modifier + situational modifiers.

Movement and stances often apply bonuses and penalties to combat skills. See Reference & Gamemastering for a stance chart with AP Costs and the Cover & Concealment tables.

All weapons have base accuracy and maximum accuracy. For each AP spent aiming, the attack roll receives a +1 bonus to Aim. The aiming bonus remains through the rest of a character’s turn unless the character performs an action that would reorient the weapon.

Another hit is earned for each bullet fired in a single attack, every time the difference between an attack and a defense roll exceeds a weapon’s Spread score. Firing multiple times within a turn imparts a penalty to attack. Each subsequent attack takes a penalty equal to a weapon’s Spread score to the attack roll.

Damage & Critical Hits

For every hit earned against an enemy, roll 1d10 for hit location and then for damage. Hit location is noted on the chart below. Damage is indicated on the weapon table and should be recorded on the character sheet. Any damage resistances are subtracted from the attack depending on its type.

Hit Locations
RollLocationModifierAttribute
1-2Right leg-1Agility
3-4Left leg-1Agility
5Left arm-3Dexterity
6Right arm-3Dexterity
7-9Torso0Constitution
0/10Head-5Constitution
Intelligence
Perception
Charisma

When damage sustained (i.e. after damage resistance) exceeds a character’s Constitution score, a Critical Hit is threatened. The threatened character rolls d10 + Fortitude + CON modifier vs. damage. A failed roll inflicts critical damage equal to the difference between the rolls. A successful roll means no critical damage is suffered, but the damage is suffered as normal.

Critical damage inflicts damage to a character’s Attribute scores. See Reference & Gamemastering for a Hit Locations table that indicates which Attributes receive damage based on hit location. Critical damage to Constitution reduces Max. HP, after which regular damage further reduces it.

Critical damage cannot be treated in the field.

Suppressive Fire

For characters with the Suppressive Fire Ability, suppressive fire as a full-round action is a viable tactical option. The attacking character makes a single attack roll with no aiming bonus on a circle with a diameter of 3, 5 or 7 squares, depending on the ability rank. All characters in the target circle must Dodge. A successful roll pins the suppressed character to a prone position. A failed roll hits the suppressed character and then pins him or her to a prone position. Any attempt to break suppression requires a Willpower roll vs. the suppressing character’s Aim roll. A failed roll results in the character remaining prone. After a successful roll the suppressed character makes a Dodge roll to avoid the fire, and a further success allows them to move and operate normally.

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