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Zero Space : Aktionen (in Arbeit)

Nun folgt der Anspruchsvollste anteil von ZeroSpace: Aktionen! Es gibt hier eine ganze Reihe von Regeln, weil versucht wurde, die meisten Standartaktionen abzudecken, die ein Charakter ausprobieren könnte. Nur weil sie niedergeschrieben sind, gibt es aber keinen zwang diese Regeln zu verwenden, noch sollte man sich durch die Regeln in situationen eingeschränkt fühlen, die wir nicht vorhersehen konnten. Betrachte diese Regeln als Beispiele, nicht als beschränkungen eures Spielspaßes und eures zusammenspiels.

Verwende die Regeln nur, wenn es wirklich sein muss!

Falls du ein gutes Spiel ZeroSpace ohne rückgriff auf diese Regeln spielen kannst, dann solltest du das tun. Verwende deinen gesunden Menschenverstand und sprich mit deinen Mitspielern. Das funktioniert oft besser als nach einer bestimmten regel für eine bestimmte Situation zu suchen. Führe dir vor Augen, das Entscheidungen von Spieler und nicht die Würfel das Spiel entscheiden.

Zugreihenfolge

Zeit ist wichtig. Ohne einen weg die im Spiel verganene Zeit im Auge zu behalten würde alles gleichzeitig passieren, und das wäre sehr verwirrend.

Zeit im Spiel ist normalerweise in Szenen eingeteilt. Eine Typische Szene beginnt, wenn die Charaktere an einem Ort ankommen und endet, wenn sie ihn verlassen. Eine Szene kann auch ein Abschnitt einer Gemeinsamen Reise sein. In manchen fällen werden sich Charaktere in der Szene auch gar nicht bewegen, zum beispiel wenn sie Schlafen oder eine Beratung über ihr kommendes Vorgehen führen. Immer wenn du das Gefühl hast, hier könnte man eine Werbepause einschieben oder hier fängt ein neues Kapitel an, dann ist das der richtige ort um eine Szene enden zu lassen und eine nuee zu beginnen.

Falls sich Charaktere im Kampf oder anderen Zeitkritischen situationen befinden, scheint sich die Zeit zu verlangsamen und jede Entscheidung gewinnt an bedeutung.

Kampfzeit ist in Runden eingeteilt. Jede Kampfrunde ist sechs sekunden lang, was uns 10 Runden pro minute gibt. In einer Runde kommt jeder Charakter einmal zum Zug. Während seines Zuges kann sich ein Charakter bewegen (normalerweise gehen) und noch sinnvolle dinge tun (zum beispiel einen Schuss abgegeben oder eine Fähigkeit verwenden). Außerdem kann der Charakter noch kommentare und interaktionen mit Wesen in seiner umgebung durchführen (Zum beispiel seinen Gefolgsleuten zurufen "Flieht ihr Narren!"). Diese Aktionen heißen der Reihe nach Bewegungsaktionen, Allgemeine Aktionen (oder nur Aktionen genannt ohne vortext)und Rollenspielaktionen. Ein Charakter kann diese Aktionen in beliebiger Reihenfolge ausführen.

Beispiel

Runde 1 Soraya's Zug
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien
Runde 2 Soraya's Zug
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien
Runde 3 Soraya's Zug
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien

Dinge die in einer Runde Passieren finden mehr oder weniger gleichzeitig statt, aber die Spieler können nicht alle gleichzeitig schießen und Sprechen, das wäre zu viel Chaos. Deswegen braucht es einen weg, die Reihenfolge zu beginn des Kampfes Festzulegen.

Einen Konflikt beginnen

Wenn ein Charakter einen Konflikt beginnen möchte, führt jeder Charakter einen Wahrnemungs (Intelligenz) wurf für seinen Charakter durch und der Spielleiter führt einen Wurf auf Wahrnehmung (Intelligenz) für jeden Gegenr durch. Charaktere die einen Überraschungsmoment auf ihrer Seite haben erhalten einen Bonuswürfel für ihre Wahrnehmungsprobe. Die Reihenfolge folgt dann den Ergebnissen der Proben vom höchsten zum niedrigsten. Diese Reihenfolge wiederholt sich jede runde, bis der Konflikt beendet ist.

Die Umgebung steht immer impliziet am ende einer Runde. Fallende Objekte fallen und fahrerlose Fahrzeuge bewegen sich, nachdem alle Charaktere ihren zug hatten. Objekte und Gegenstände die von Charaktere kontrolliert werden, bewegen sich wenn der Charakter sie bewegt.

Einen Zug aufschieben.

Falls ein Spieler seine aktion nicht verwenden möchte, wenn er die möglichkeit dazu hat, eventuell um abzuwarten, was ein Gegener tut, dann kann der Spieler seinen Zug aufschieben, mit der Option ihn später in der Runde oder in der darauffolgenden Runde zu verwenden. Der Charakter kann denn den Zug eines anderen Charakters unterbrechen. Denkt jedoch daran, das es im Spiel nicht um das Gewinnen oder das verwenden der Regeln zum Absoluten vorteil geht, sondern daraum gemeinsam ein Spiel zu Spielen und eine Geschichte zu erzählen. Dazu gehören auch überraschungen. Ein Konflikt wird langweilig, wenn sich die Teilnehmer nur belauern.

Einen Zug aufzuschieben verändert die Grundlegende Zugreihenfolge nicht!

Nachdem ein Charakter seinen aufgeschobenen Zug durchgeführt hat, kehrt das Spiel zur ursprünglichen Reihenfolge zurück.

Beispiel:

Die auseinandersetzung beginnt, als Soraya um eine Ecke rennt, und auf Virek-Kohl trifft, der grade seine Lakeien durch die Gegend kommandiert. Die Zugreihenfolge wird auf Soraya, Virek-Kohl, Virek-Kohls Lakeien festgelegt.

Runde 1 Soraya's Zug
Virek-Kohl's Zug
Zug von Virek-Kohls Lakeien

In der zweiten Runde kommt Issvisk um die Ecke, was die Lakeien erschreckt, denn Issvik ist groß. Der Spielleiter gliedert Issvik in die Zugreihenvolge nach Virek-Kohl ein.

Runde 2 Soraya's Zug
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien

In der dritten Runde entscheidet sich Soraya, abzuwarten um zu sehen was Issvisk tut. Als Issvisk versucht Virek-Kohl zu boden zu Ringen, verwendet Soraya ihren aufgeschobenen Zug um Issvisk zu unterstützen und gemeinsam anzugreifen.

Runde 3
Virek-Kohl's Zug
Issvisk's Zug

Soraya's Zug (aufgeschoben)
Zug von Virek-Kohl's Lakeien

In der Vierten Runde kehrt die Zugreihenfolge zur Ursprünglichen Reihenfolge zurück.

Runde 4
Soraya's Zug
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien

Eine Aktion erzwingen

Manchmal sieht sich ein Charakter in einer Situation, in der er eingreifen muss, auch wenn er noch nicht an der Reihe ist, oder wenn er schon an der Reihe war. Dies ist das erzwingen einer Aktion. Es erlaubt einem Charakter auf seinen nächsten Zug zu verzichten um einen Angriff abzuwehren, auszuweichen, eine defensive Fähigkeit zu verwenden oder eine andere rein Defensive Aktion durchzuführen. Eine erzwungene aktion kann auch verwendet werden um jemand anderes zu verteidigen, zum beispiel sich in die Schusslinie zu werfen um einen Unschuldigen Passanten zu schützen. Ein Charakter darf seine erzwungene Aktion in keiner weise verwenden, die wie ein Angriff ausgelegt werden kann, wie zum beispiel einen Bewusstlosen Feind auf eine Granate zu werfen um die Explosion zu dämpfen, oder jemanden umzurennen. Wenn ein Charakter seine Aktion erzwingt, opfert er dafür seinen nächsten zug, egal ob dieser in dieser oder der nächsten Runde stattfinden würde. Eine Aktion kann nur maximal einmal pro Runde erzwungen werden.

Da eine erzwungene Aktion immer defensiv ist, findet sie immer an dem Zeitpunkt statt, an dem der angriff Stattfindet, der Die Aktion ausgelöst hat. Der Angreifer kann nicht mehr von seiner Angriffsaktion abrücken.

Eine Aktion zu erzwingen verändert nicht die grundlegende Zugreihenfolge!

Nachdem der nächste Zug des Charakters vorbei ist (den sie ja geopfert haben, wo also nichts passiert), folgt das spiel wieder der ursprünglichen Reihenfolge.

Beispiel:

In fortsetzung des vorherigen Beispiels ist die Reihenfolge in der fünften Runde Soraya, Virek-Kohl, Issvik unddann die Lakeien.

Runde 5
Soraya's Zug
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien

In der Sechsten runde erledigt Soraya zwei der Lakeien mit einem Rundumschlag, doch Virek-Kohl zieht eine Finster aussehende Waffe und schießt auf Issvisk. Soraya entschliesst sich eine Aktion zu erzwingen und macht einen hechtsprung vor Issvisk um den Angriff abzufangen.

Runde 6

Soraya's Zug
Virek-Kohl's Zug

Soraya's Zug (erzwungen)
Issvisk's Zug
Zug von Virek-Kohl's Lakeien

In der siebten Runde hat Soraya keine zugmöglichkeit, da sie ihren Zug in der letzten Runde bereits erzwungen.

Runde 7
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien

In der achten Runde ist alles wieder in der Ursprünglichen Reihenfolge.

Runde 8
Soraya's Zug
Virek-Kohl's Zug
Issvisk's Zug
Zug von Virek-Kohl's Lakeien

Aktionen

Es gibt vier arten von Aktionen die ein Charakter während ihres Zuges vornehmen kann: Bewegungsaktionen, generelle Aktionen, Freie Aktionen und Rollenspielaktionen. Unter normalen Umständen kann ein Charakter eine Bewegungsaktion, eine generelle Aktion und so viele freie Aktionen und Rollenspielaktionen durchführen, wie es der GM für angemessen hält.

Wenn ein Charakter nicht an der Reihe ist, kann er dennoch auf sein Umfeld reagieren. Raktionen können jederzeit und so oft stattfinden, solange es vom Spielleiter als annehmbar akzeptiert wird.

Bewegungsaktionen

With a movement action, a character may move the distance permitted by their Agility and/or Brawn (depending on whether they are walking, swimming, or jumping), or they may use a movement power to move up to the distance that the power allows. With the GM's permission, the character may instead perform any equivalent action: opening an access hatch, squeezing the acceleration lever on a hoverbike, or what have you.

A character making a double move (running) gains a bonus die on their defense roll, but they receive a penalty die on any skill rolls or attack rolls.

A character making an all-out move (sprinting) gains a bonus die on their defense roll and a penalty die on any skill rolls, but they automatically fail any attack rolls.

Movement itself does not generally require a roll, although the GM may require an Athletics roll if there is some obstacle to the character's free movement (distractions, inclement weather, uneven ground, etc.), and reduce the character's movement to one-half its normal value if they fail the roll.

Task Action

With a task action, a character may attempt to perform one task. This could be attempting a skill roll, attempting to attack an opponent in combat, activating a power and attacking someone with it, or a similar activity. Under normal circumstances, a character can perform a task before, during, or after they move.

Free Action

A free action takes essentially no time. A character can't perform free actions until it is their turn to act in the round, but during their turn, they can perform as many free actions as the GM deems reasonable (perhaps as many as a half dozen). Typical free actions include activating a power (but not attacking with it), deactivating a power, dropping a weapon, crouching behind cover, standing up from a prone or seated position, and so on.

Roleplay Action

Like a free action, a roleplay action takes essentially no time. During their turn, the character can perform as many roleplay actions as the GM deems reasonable (perhaps as many as a half dozen). Typical roleplay actions include banter with the character's teammates, making fun of an enemy's name or uniform, or declaring that the opponent "shall not pass".

Unlike free actions, a character can usually perform roleplay actions at any time, whether it is their turn or not. ZeroSpace makes roleplaying an explicit action during combat to encourage players to roleplay. In the heat of combat, it can be easy to forget that roleplaying is an essential part of the game.

Reaction

Reactions are usually responses to something another character does, and are usually made at the request of the GM. A character can perform reactions at any time, as often as the GM deems reasonable.

Rolling Dice

When a character attempts a task, and the outcome is either contested or there is some random element involved, the player rolls 2d6, counts the dots, and adds the result to the character's action value (AV). This roll is compared to 2d6 plus a difficulty value (DV), also called the target number. If the player's total equals or exceeds the target number, the character's attempt succeeds.

2d6 + action value vs. 2d6 + difficulty value

Action Value

A character's action value (AV) is usually equal to the attribute they are using to accomplish the task at hand, plus the rating of any equipment being used. For example, if a character is attempting to climb a sheer cliff (attempted with an Athletics roll), the character's action value is usually equal to their Brawn plus the rating of their climbing equipment.

Most skills are associated with a specific attribute (Brawn, Agility, etc.). However, the relevant attribute might change depending on the circumstances.

Better equipment makes success more likely. For example, a character attempting to hack into a ship's computer would make a Computing (Reason) roll. If they had a decryption tool with a rating of 2, their action value would be equal to their Reason + 2. Simple or multipurpose equipment, such a general-purpose handheld computer or a pocket multitool, generally has a rating of 1. Ordinary equipment, such as a reasonably complete box of tools or a handheld computer with programs for specified tasks, would have a rating of 2. Special-purpose or very high quality equipment, such as a device designed specifically to bypass a particular model of security lock, would have a rating of 3.

Being Unskilled

A character may attempt a task in which they have no skill, if the GM says it is possible. For example, anyone can tell a lie (attempted with a Deception roll), but not everyone can recite an epic poem and keep the audience's attention (attempted with a Performance roll). If a character attempts a task in which they have no skill, the character's attribute is not added to their action value: their action value is equal to the rating of the equipment they are using, if any.

Combat

In combat, a character's action value is often called their "attack value" -- the two terms are interchangeable. When making a Close Combat roll, the action value (AV) of a character is normally equal to their Brawn plus the rating of their weapon. When making a Ranged Combat roll, the action value (AV) of a character is normally equal to their Agility plus the rating of their weapon.

Difficulty Value

The difficulty value (DV) depends on whether or not the task at hand is opposed by another character: whether someone or something is actively working against the character.

Opposed Tasks

If the character is actively competing against an opponent, the difficulty value (DV) is usually equal to the opponent's relevant attribute plus the rating of their equipment, if any. As with the action value, the attribute used for the difficulty value might change depending on the circumstances.

A defender with a higher defense value is harder to hit, more resistant to injury, or both. In combat, the defense value (DV) of the target is equal to their relevant defense attribute (normally Brawn for Close Combat attacks and Agility for Ranged Combat attacks) plus the rating of their defensive equipment.

Multiple layers of defense value do not stack -- only the highest defense value applies.

Unopposed Tasks

If no one is actively working against the character, the GM simply sets a difficulty value (DV). In most cases, if the GM requires the player to roll dice to accomplish an unopposed task, it's because the GM has deemed that task "moderately difficult". Moderately difficult tasks have a difficulty value of 3 (DV 3). More difficult tasks have a higher difficulty value.

 

Table: Difficulty value examples
Difficulty value Examples
-- Routine Perform a familiar task under ordinary conditions
3 Moderately difficult Perform a familiar task under hostile conditions, or an unfamiliar task under ordinary conditions
6 Remarkably difficult Perform an unfamiliar task under hostile conditions
9 Extremely difficult Perform an esoteric task under ordinary conditions
12 Inconceivable! Perform an esoteric task under hostile conditions


There is no need to roll for routine tasks: characters automatically succeed at routine tasks. Similarly, there is usually no need to roll if there is no penalty for failure and/or no time limit: it might take months, but the character will succeed eventually.

Bonuses And Penalties

A character's roll may have one or more bonus dice and one or more penalty dice. For example, a circumstance that makes an attack more difficult would impose a penalty die on the attack, while a circumstance that makes it easier to defend against attacks would grant a bonus die to the defender. Each bonus die adds one to the number of dice the player rolls, while each penalty die subtracts one from the number of dice the player rolls. If the combined bonus dice and penalty dice reduce the number of dice rolled to zero, the task is simply impossible.

 

Table: Skill bonuses and penalties
Circumstance Modifier
GM deems attempt impossible Attempt fails
Character is distracted1 Penalty die
Character is running or sprinting Penalty die
Character has expertise Bonus die
  1. Distracting

 

Table: Attack bonuses and penalties
Circumstance Modifier
GM deems attack impossible Attack fails
Attacker is sprinting Attack fails
Attacker can't perceive defender1 Penalty die
Attacker is distracted2 Penalty die
Attacker is restrained3 Penalty die
Attacker is running Penalty die
Attacker is surprised Penalty die
Attacker is using a sweep attack4 Penalty die
Attacker is using a two-handed weapon with one hand Penalty die
Target is beyond effective range of the weapon Penalty die
Underwater combat5 Penalty die
Zero-G combat6 Penalty die
Attacker is charging the defender7 Bonus die
  1. Sensory Attacks
  2. Distracting
  3. Restrained characters
  4. Sweep Attack
  5. Underwater Combat
  6. Zero-G Combat
  7. Charging

 

Table: Defense bonuses and penalties
Circumstance Modifier
Defender is distracted1 Penalty die
Defender is prone; attack is close combat2 Penalty die
Defender is restrained3 Penalty die
Defender is surprised Penalty die
Defender can't perceive attacker4 Penalty die
Defender has cover5 Bonus die
Defender is prone; attack is ranged2 Bonus die
Defender is running or sprinting Bonus die
  1. Distracting
  2. Prone characters
  3. Restrained characters
  4. Sensory Attacks
  5. Cover

 

Cover

A character hiding behind an obstruction is more difficult to hit. The defender gains a bonus die.

Prone Characters

A prone character is easier to hit with a Close Combat attack, but is harder to hit with a Ranged Combat attack. A prone defender incurs a penalty die on their defense rolls against Close Combat attacks, but they receive a bonus die on their defense rolls against Ranged Combat attacks.

Restrained Characters

A restrained character is not helpless, but they can't use normal movement until they break free of the restraints. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained. If the character is completely immobilized, they are considered helpless rather then merely restrained.

Helpless Or Unconscious Characters

A helpless or unconscious character can't defend themselves nor make attack rolls, defense rolls, or skill rolls. They are effectively at the mercy of any attacker.

Range

There are five range bands: close, short, medium, long, and remote. Close range is the distance that a character can reach with their hands or with a hand-held weapon: anywhere from "in your face" up to about two meters. Short range is the distance that a character can easily reach with small hand-held weapons, or with thrown weapons with a bit of luck: up to ten meters. Medium range is too far for thrown weapons, but is within range of most small arms: up to fifty meters or so. Long range is too far for most handguns, but is within range of most rifles, with careful aim and a steady hand: up to 500 meters. A few weapons have even greater range, called "remote": these effectively have no maximum range.

Weapons and powers that are useful at a distance have an effective range given in their description. Attacking more distant targets is more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker incurs a penalty die.

 

Table: Range bands
Range Typical weapons
Close Fist, sword, psiblade
Short (10 m) Blaster pistol, flamethrower, grenade
Medium (50 m) Blaster rifle, wrist rocket
Long (500 m) Sniper rifle, blaster cannon
Remote Long-range artillery, guided missile

Combining Effort

Multiple characters can work together to increase their effectiveness. All of the characters make a roll as usual. The total number of characters working together is added to the highest roll (all other rolls are discarded).

In combat, all of the characters ganging up on an opponent must strike simultaneously (meaning every attacker but one must delay their attack). The the total number of attackers is added to the highest attack roll (all other rolls are discarded).

Some tasks might benefit from a multidisciplinary approach. For example, disabling an alien doomsday weapon would obviously benefit from engineering experience, but a keen understanding of alien psychology or linguistics could also be helpful. This allows characters with different skills to combine their efforts to accomplish the task.

Extended Tasks

Some tasks are more complex or time-consuming than can reasonably be resolved with a single roll. For example, constructing a starship or racing through a city could both be extended tasks. When attempting an extended task, the GM sets a difficulty value and the required number of successes. The GM might also set a maximum number of attempts, to indicate tasks which have a time limit or a penalty for failure, such as disarming a bomb before it explodes. In extended opposed tasks, such as a competition between rival scientists to create a cure for a disease, the first person or team to achieve the required number of successful rolls succeeds at the task.

Consequences

Success

If the player's roll equals or exceeds the target number, the character succeeds in a completely satisfactory manner: the clue is found, the hyperspace engine is repaired, or the blaster bolt finds its target, inflicting one Endurance damage. However, rolling higher than the required target number may grant additional benefits.

SIDEBAR: Margin Of Success (Optional)

Margin of success is an optional rule which will make combat more deadly.

The amount by which a player's roll exceeds the target number is called the margin of success. If the target number is 12, and the player's total is 15, they have margin of success of 3.

If the player has a margin of success of 3 or more when making a skill roll, the character may have a "eureka!" moment, or perhaps they have found answers to questions they didn't even know they should ask. If the player has a margin of success of 3 or more when making a Close Combat or Ranged Combat roll, the attack inflicts an additional point of Endurance damage for each 3 that the player rolled over the target number.

For example, if an attacker made a Close Combat roll against a target number of 14, and the attacker rolled a 19, this would be a margin of success of 5. Divided by 3 and rounded down, this attack inflicts one additional point of Endurance damage to the target.

Failure

Failing a roll, particularly a skill roll, is not the end of the world. A failed attempt may not give the character the result they wanted, but it should not mean the game grinds to a halt. Rather than having a failed attempt be a dead-end, it should mean that the desired outcome has a greater cost, or perhaps the desired outcome has undesirable side effects. Remember that success and failure are both paths to the same goal: to make the game more fun. Failure is okay. Boredom is not.

Failure should never make the game less interesting.

For example, Venn Rao is trying to intimidate a G'Dree technician into revealing details about their plans to distribute a new, highly addictive psychoactive chemical disguised as a nutritional supplement. Sadly, Venn Rao's player rolls poorly, and fails to intimidate the technician. Rather than having this be the end of this line of inquiry, the GM has several options.

  • Quid pro quo: The technician will give Venn Rao the information, but only if Venn Rao gives the technician something in exchange. This could be something as prosaic as credits, but with the G'Dree, the cost is more likely to be something rare or unique, such as blueprints for an experimental device or a sample of Venn Rao's DNA.
  • Red herring: The technician tells Venn Rao what he wants to hear, but the information is not true or it leads Venn Rao off on a wild goose chase. If the technician is clever, he may send Venn Rao after a local Instrumentality patrol ship that has been causing problems for the G'Dree.
  • Stirring the pot: Venn Rao gets the information, but his activities attract attention. Rivals of the the G'Dree learn of their psychoactive nutritional supplement as a result of Venn Rao's activities, and they try to beat him to the prize. Alternately, the rivals might use Venn Rao as a stalking horse, allowing Venn Rao and the G'Dree to fight each other so that they will have an easier time taking the spoils from the winner.
  • Alerting the enemy: Venn Rao gets the information, but the G'Dree learn of Venn Rao's interest in their activities and they begin to make preparations against him. It could even be that the technician was intended to be captured by Venn Rao all along, in order to set him up for an ambush!

Endurance And Recovery

Endurance represents a character's determination and ability to shrug off physical and mental abuse. A character's base Endurance is equal to their Brawn or their Presence, whichever is greater. When a character is successfully attacked, one (or more, if using the optional margin of success rules) is temporarily subtracted from their Endurance. A character who has lost more than half of their Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.

Exploding, penetrating, and stunning attacks modify attacks or how characters defend against them. Sensory and terrifying attacks have additional effects on the target, which the target may usually resist by making a roll against the action value (AV) of the attack.

When the conflict has ended, the combatants may rest and recover. Normally, an injured character may recover half of their lost Endurance (rounded down) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.

If the character has taken some other form of damage, such as damage to one of their attributes other than Endurance, this damage is temporary. It all comes back after the character has had a chance to rest and recuperate.

Inanimate Objects

Inanimate objects have Integrity, reflecting the structural integrity of the object. An object which has lost more than half of its Integrity is damaged, and may not work properly. An object which has lost of all of its Integrity is effectively destroyed.

Unnamed Characters

An unnamed character is defeated on any successful attack roll. They make up for this by vastly outnumbering the player characters.

Death

In the source material which ZeroSpace seeks to emulate, main characters very rarely die -- and even when they do, they tend to be replaced by rapidly-grown clones or time-displaced alternate versions of themselves. That being said, if the GM and the player both agree that the game would be best served by the character taking the final bow, then so be it. It should never be merely the result of a dice roll, though.

Special Actions

Charging

A charging attack involves using the velocity of the attacker to increase the damage inflicted. Charging requires the attacker to use their movement action to travel directly toward the target, followed by a Close Combat roll. The attacker gains a bonus die on the roll. Charging may be called by various names depending on the technique the attacker uses, such as a "flying tackle", "ramming", or a "pounce".

Distracting

Distraction can be used by a character to mislead an enemy into dropping their guard. Distracting an opponent requires using a task action to make a Presence roll against the Presence of the opponent. If the character attempting to use distraction rolls more than the target, the distraction is successful: the distracted character suffers a penalty die on their next attack roll or their next defense roll, whichever comes first.

Dodging

During their turn, or as a forced action, a character may use a task action to focus exclusively on defense. Dodging might involve using finesse to harmlessly divert attacks away, or it might entail using brute force to withstand attacks: the choice is up to the player. Dodging grants a bonus die to the character's defense roll when they are attacked. The bonus die may be applied to physical attacks, social attacks, or mental attacks: this must be chosen each time the character uses an action to dodge. A character who is using their action to dodge continues to receive this benefit against the selected type of attack until they take their next turn.

Grappling

A grapple is a special Close Combat attack that does not inflict damage, but instead restrains the target's limbs and prevents them from moving freely. The defense value (DV) of the target is equal to the defender's Agility or Brawn (whichever is greater).

If the attacker's Close Combat roll is equal to or greater than the defender's roll, the defender is restrained. A restrained character is not helpless, but they can't use normal movement until they break free of the grapple. Attacking a restrained character is easier, and a restrained character's attacks are easier to avoid: a restrained attacker incurs a penalty die on all attack rolls, defense rolls, and skill rolls while restrained.

A grapple is not normally able to inflict damage directly (like a punch), but the attacker may attempt to use leverage to hurt the grappled character by making another attack on one of their future turns.

Breaking Free Of A Grapple

To break free of the grapple, the restrained character must use a task action to roll their Agility or Brawn (whichever is greater) against the attacker's Brawn. If the restrained character has Telekinesis, they may use their Agility + Power for this roll. If the restrained character's roll is equal to or greater than the grappling character's roll, the restrained character has broken free of the grapple, and they may use their movement action for that turn. Alternately, the grappling character may release the restrained character at any time, without using an action.

Hurting A Grappled Target

If the attacker wishes to exert strength or leverage in an attempt to hurt the restrained character, they must use an action to make another attack roll against the restrained character.

Grapple vs. Grapple

If the grappled character succeeds in a grapple attack against the original attacker, both characters are considered restrained. Neither character can use normal movement until they break free of their opponent's grapple. Both characters incur a penalty die on all attack rolls, defense rolls, and skill rolls while restrained.

Throwing A Grappled Target

If the attacker wishes to throw the grappled character, the distance an attacker may throw the defender is based on the Brawn of the attacker and the mass of the defender. First, look up the mass of the defender in the "Lift" column (rounding to the nearest mass value), and find the corresponding Brawn for that mass. Subtract that from the Brawn of the attacker, and look up that resulting value in the "Throw" column. This is how far the attacker can throw the restrained character.

Running For Cover

Attacks which are particularly large, such as explosions and crashing starships, are much more difficult to avoid. The only way to avoid such attacks is to not be under them when they land. If a character is about to be hit by a large attack, they can take a forced action to run for cover. When running for cover, the character sprints to the nearest open ground which is beyond the area of the attack or behind the nearest cover. A character may perform a forced action to run for cover from an ordinary attack, if they want, but it sacrifices their next action.

Slamming

A slam or takedown is a special form of Close Combat attack that uses a target's mass and velocity against them so that they fall to the ground (or are hurled against a nearby flat surface, in zero-G). A slam can represent an aikido throw, a leg sweep, a judo hip toss, or even tripping someone with an umbrella, depending on the attacker's fighting style. If the attacker's Close Combat roll is equal to or greater than the defender's roll, the defender falls to the ground and may be injured by the impact.

The action value of this attack is normally equal to the attacker's Brawn, and the target's defense value is normally equal to their Brawn. If the defender is stationary and not restrained at the time of the attack, the defender gains a bonus die on their defense roll; if the defender is moving at the time of the attack, the defender receives a penalty die on their defense roll.

A character who has been slammed is prone and must normally use a movement action to get back up.

Sweep Attack

A sweep attack permits a character to make Close Combat attacks against everyone within reach of the character simultaneously. The attacker incurs a penalty die on each roll. The defense value (DV) of each target in the area of the attack is equal to their Brawn plus the rating of their armor, as usual.

Special Attack Types

Exploding

Exploding attacks inflict damage to everyone within a certain distance of the target -- everyone within short range (10 m), typically. The action value of the explosion diminishes with distance from the center. The action value is at its full value within half of the total radius, and one-half of its value (rounded down) in the remainder of the explosion. For example, a fragmentation grenade with action value 7 would have its full action value from the center of the explosion out to a radius of 5 meters, and an action value of 3 from 5 meters out to 10 meters. The attacker rolls once for the explosion. Normally, each target in the affected area rolls individually against the attack, but if the GM prefers, she may roll once for each group of similar targets.

Penetrating

If an attack is penetrating, any of the attacker's dice that show a "1" are re-rolled until the die rolls higher than 1.

Sensory

A successful sensory attack renders the target unable to see and unable to hear. A defender who can't perceive an attacker incurs a penalty die on their defense roll.

To recover from a sensory attack, the target must use a task action to make a moderately difficult (DV 3) Perception (Reason) roll.

If the character has not recovered from the sensory attack by the end of the scene, then they recover their senses shortly thereafter.

Stunning

Damage from a stunning attack is temporary. Record it separately; it all comes back after the fight is over, when the character has had a chance to rest and recuperate.

Terrifying

A successful terrifying attack causes the target to involuntarily cower or flee (defender's choice). A cowering character incurs a penalty die on their defense rolls, while a fleeing character is granted a bonus die to their defense rolls.

To recover from a terrifying attack, the target must make a moderately difficult (DV 3) Survival (Presence) roll.

If the character has not recovered from the terrifying attack by the end of the scene, then they recover their composure shortly thereafter.

Plot Points

Each player begins each game session with one plot point. A player gains a plot point when they do something particularly entertaining or interesting, when one of their character's complications causes a serious problem for them during the game, or when the GM overrides a roll of the dice to make things more difficult for the characters. Plot points are spent to alter the game world, gain a bonus die, or gain an advantage in combat.

Gaining Plot Points

Players receive plot points for helping make the game more fun, and they spend them to make their character more effective. Each player starts each game session with one plot point, and should get one or two more during each game session. It's in the players' best interests to spend these plot points before the end of the game session, because any unspent plot points do not carry over to the next game (unless the GM makes an exception).

Plot points shouldn't be given to a player just for roleplaying their character -- they should be doing that anyway. The GM should give out a plot point when the player does something really exceptional or inventive, or when the player volunteers for their character to suffer some dramatic setback. For example, if a character upholds their ideals rather than choosing the easy or expedient solution, and this causes serious problems for the players, this would earn the player a plot point -- and if the consequences are serious enough, it might earn all of the players a plot point. The player might even suggest ways that their character's complications can come into play, giving the GM an opportunity to ramp up the tension.

It's important for the GM to remember that while plot points are a reward for making the game fun, they also make the characters more powerful. A game in which plots points are handed out by the handful will have a much different feel than one in which they are given out sparingly. It's probably reasonable for each player to receive one or two plot points over the course of a typical three or four hour game session.

Spending Plot Points

The examples listed here are the most common uses for plot points, but they aren't the only ones. If a player wants to spend a plot point to make something fun happen, and it has about the same impact on the game as these examples, the GM should consider permitting it. For example, let's say an earthquake has collapsed the roof of a cavern, dropping tons of rock on the characters. If a character with Telekinesis wanted to spend a plot point to protect herself and her allies from being crushed, should the GM permit it? Sure! It's fun, and it doesn't unbalance the game.

Bonus Die

A bonus die is just that: the player spends a plot point, and their character gains a bonus die the current roll. This can be a skill roll, an attack roll, or a defense roll. The player may spend the plot point before or after the rest of her dice are rolled.

Boost

A boost increases one of the character's attributes by one. A character with Brawn 5 could gain a temporary boost to Brawn 6, or a character with Presence 7 could gain a temporary boost to Presence 8.

A boost usually only lasts for one round, but it might last as long as a scene if that seems to make sense and the GM agrees.

Inspiration

Despite the best intentions of the GM, sometimes players get stuck. All of the leads have been followed, all of the witnesses have been interviewed, and the players are oblivious to the obvious solution the GM has given them to their dilemma. When all else fails, a player can spend a plot point to make an intuitive leap and receive a hint from the GM on what to do next.

If the GM finds this happening with any regularity, it might be worthwhile for them to make their plots a bit less mysterious.

Power Stunt

A power stunt permits a character to use their current powers in new and creative ways. For example, a character with Selective Gravity might use a power stunt to disrupt a lock. The outcome of a power stunt is not automatically successful: the player still needs to roll to determine the outcome, if the outcome is contested or subject to some uncontrolled factor. A character who used a power stunt to gain Security Systems would still need to make a Security Systems roll in order to hack the lock.

Power stunts usually only last for one round, but they might last as long as a scene if that seems to make sense and the GM agrees.

Rally

Under normal circumstances, an injured character recovers half of the Endurance they have lost (rounded down) after they have had a chance to rest and recuperate for half an hour or so. Spending a plot point allows a character to rally and immediately recover half of the Endurance they have lost, as though they'd had a half-hour's worth of rest.

Retcon

"Retcon" is short for "retroactive continuity": changing the past in some way that supports the current needs of the plot. This can involve the realization that a needed resource is available, but had previously been overlooked ("Oh, what I wouldn't give for a holocaust cloak"), or it can take the form of a character revealing a previously unknown era in their history, thus giving them new background skills ("As a matter of fact, I spent a full year studying the somatic language of Oculan"). A retcon could also be used to apply a character's skills and abilities in a way that makes it seem they planned ahead in a particularly cunning way, such as having already established a false identity as a caterer in order to sneak into an exclusive banquet.

A good retcon should not overtly violate what has been established in the game: it should build on what has been established in a fun and inventive way.

Retcons are essentially permanent.