|
Chapter Three: The System
Task Rolls One of the major differences between an rpg and a comic strip is that in an rpg, nothing is fixed. In a comic, the story's writer decides exactly what happens. In an rpg, however, things aren't so absolute. A character will succeed or fail at an action, not because of the writer's whim, but because of his abilities and a pinch of luck.
The Task Roll is our method of determining success and failure. There are two types of Task Rolls; Normal and Opposed.
NORMAL TASK ROLLS
This type of roll is used when a character is attempting some thing that is not directly opposed by another character. Here are a few examples;
* Trying to fix a vehicle (Intelligence / Mechanics)
* Trying to catch an elevator before the door closes (Health/ Athletics)
* Trying to swerve a vehicle to avoid an obstacle (Agility / Drive)
* Trying to search for clues at a crime scene (Perception / Observation)
* Trying to remember something (Intelligence)
* Trying to pull a con job on someone (Charm / Manipulation)
* Trying to apply first aid (Intelligence / Medical)

To make a Normal Task Roll (NTR), the Narrator must decide how difficult the action will be for the character to accomplish. Based on this decision, the Narrator should choose the most suitable Task Level. Below is a list of guidelines for the Narrator to use when determining Task Level.
Easy Task Level (Target Number: 7): A task that can be accomplished most of the time.
Moderate Task Level (Target Number: 9): A task that is fairly chalenging.
Difficult Task Level (Target Number: 13): A task that is very tricky to accomplish.
Very Difficult Task Level (Target Number: 16): A task that can push you to your absolute limit.
Extreme Task Level (Target Number: 22): A nearly impossible task.
The Narrator must then decide which Attribute is being tested and whether or not a Skill is appropriate to the task. This requires a little common sense. It's obvious in most cases but sometimes the answer may not be quite clear. In this case, the Narrator should just use her best judgement.
Once the Attribute (and potentially, a Skill) is settled upon by the Narrator, the person controlling the character making the test should roll 2d6 and add the appropriate Attribute Rating to the result. If a Skill was used, add it's Rating as well.
If the total of the roll, combined with the appropriate Rating is equal to or higher than the Target Number (determined by the Task Level) of the action, then the character has succeeded.
Example: Don Bold is looking for clues at the scene of a murder. The Narrator tells Eric (Don's player) that he'll need to make a Task Roll, using Don's Perception and Observation (a Skill that indicates the ability to notice things). Don's Perception Rating is 4 and his Observation Rating is also 4. The Narrator decides, but doesn't let Eric know, that the Task Level is Difficult. Eric rolls 2d6 and gets a 7. Eric adds Don's Ratings to the roll, giving him a 15. Since he needed a 13 or more to succeed, Don did indeed find a clue (if one was actually there, that is).
OPPOSED TASK ROLLS
This type of roll (called OTR) is used when the action is directly opposed by another character. Here are a few examples;
* Trying to con someone (Charm / Manipulation vs. Willpower / Resist)
* Trying to punch someone in unarmed combat (Agility / Fighting vs. Agility / Fighting)
* Trying to win a game of poker (Perception / Gambling vs. Perception / Gambling)
* Arm Wrestling (Strength / Vigor vs. Strength / Vigor)
This functions like Normal Task Rolls, except that....a) the Narrator must also determine what Attribute / Skill the opposing character(s) will be using and b) The Narrator doesn't need to choose a Task Level. Instead, the characters involved roll 2d6 and add the appropriate Attribute and Skill Ratings to the result. The highest roller wins the Task. A tie indicates a stand-off.
The Narrator should feel free to modify the rolls to reflect the situation. For example, if Character A is trying to convince Character B to plot against his mother but character B was considering plotting against her anyway, the Narrator might add a +1 or +2 to Character A's roll to represent that.
EXAMPLE : Don has been captured by some mafia thugs last episode. Now, Don is tied to a chair and is being tortured by the Crime Boss who is trying to torture him to get information. The Narrator declares that the Boss is making an Opposed Task Roll using his Charm and Manipulation. His Charm is 3 and his Manipulation is 3. The Narrator tells Eric that he needs to make a roll, using Don's Willpower and Resist. His Willpower is 2 and his Resist is 1. Both participants roll. The Boss rolls 3. Adding his Ratings, the Boss' total is 9. Don roll a 7. He adds his Ratings to it, giving him a total of 10. Don has managed to resist the interrogation so far.
UNSKILLED ATTEMPTS
This is a blanket rule that covers both types of Task Rolls. Sometimes, a character doesn't have the right Skill for the task. In most cases, the controller of the character simply rolls 2d6 and adds her Attribute Rating to it.
But in some situations, the character will have to possess the Skill in order to have any chance of success at the task. These situations are declared by the Narrator, but it's a safe bet that if your character attempts a complicated surgery without the Medical Skill, he'll tell you the character has no chance.
MULTIPLE PARTICIPANTS
In certain circumstances, there may be multiple characters involved in a Task Roll.
When this is the case during a Normal Task Roll, all participants make their rolls as normal, but with a +1 to the roll for each character beyond the first.
When this occurs in Opposed Task Rolls, the same concept is used. If, for example, three characters are trying to hold one character down physically, then the three characters will make their rolls with a +2 to the results, while the one character simply rolls his normal roll. If any of the characters roll higher than him, then he is pinned down.
Remember....not every multiple situation would be applicable for this rule. It's always up to the Narrator. The Narrator should ask herself, "Would having more than one person attempting this task at once really increase the chances of success?". A good example would be if three characters were trying to safely leap over a chasm. In this predicament, the logical choice would be that they could not use the Multiple Participants rule.
THE 12-SPOT
This is a handy little rule that can allow a character to beat all odds and succeed, even when he normally wouldn't be able to. Anytime you roll double 6's on a Task Roll, you may roll the dice again and add the new roll to the result. If, by some miracle, you roll another double 6's, you can repeat the process again...and so on.
This rule applies to all Task Rolls, including Damage Rolls.
THE 2-SPOT
This is the flip-side of the 12-Spot. Even the most talented characters can fail miserably sometimes. If you roll double 1's on any Task Roll, you must roll the dice again, subtracting the die total from the result. Unlike the 12-Spot, however, rolling double 1's again will not require further rolling.
This rule applies to all Task Rolls, even Damage Rolls.
EXAMPLE : Susie rolled double 6's while trying to climb a rugged cliff-side. This means that the 12-Spot was activated. She rolls the dice again to see how much she gets to add to the total. She rolls double 1's. Since the 12-Spot rule is in effect, the double 1's do not trigger the 2-Spot rule. So Susie simply adds 2 to her total.
Turns
In a game that involves tense, dramatic situations, it becomes crucial to utilize a basic unit of time. In less tense situations, normal time units (minutes, hours, etc.) Work fine, but in combat or other edge-of-your-seat situations, we need something a little more appropriate.
That's where Turns come into play. So how long is a turn?
A Turn doesn't cover an exact amount of time. Rather, each turn represents what can happen within the span of a single comic strip panel. This way, things can be more easily visualized.
In most cases, this is enough time for......
- a character to make an attack (and for the
- defender to dodge or block in the same turn)
- a character to make a jump.
- a character to throw a stick of dynamite
- a character to run about 20 feet.
- a character to do one of the first four things listed above AND run about 10 feet.
The above list isn't meant to be a be-all-end-all of possible actions, but it should serve to give you a basis to work off of. This is a roleplaying game, not a combat simulator.
Initiative
When it comes to performing actions (especially an attack) before another character(s), it boils down to reaction speed.
All involved players must make an Agility / Reaction Speed vs. Agility / Reaction Speed OTR. Whoever gets the highest roll, goes first. The second highest roller goes next, followed by the third highest roller, etc.
In continuing conflicts (like ranged combat), Initiative Rolls must be made at the beginning of each turn. Close combat, however, only requires you to make an Initiative Roll on the first turn of combat.
Ranged Combat
In any genre that deals with violence, combat will play a part. The Dick Tracy rpg is certainly no exception. Often, the combat is carried out from afar....most commonly with guns. That's what this section deals with. By the time you finish reading it, you'll know pretty much everything there is to know about ranged combat.
HITTING THE TARGET
When trying to shoot an enemy, you need to make an Agility / Firearms NTR. The Task Level of the feat is determined by how far you are from the target.
Point Blank Range (within five feet of the target): Easy
Regular Range (within reasonable distance): Moderate
Long Range (at 100 yards or more): Difficult
The above isn't utterly realistic. But Dick Tracy has never been about dwelling on exact ranges. It's about fast paced action. This system supports that.

Other situational factors can also figure into how difficult (or easy) it is to hit the target. Here are a few examples, but nothing is set in stone. The Narrator can add to the list as she needs.
Situational Modifiers:
- Tiny target (like a tin can, doorknob, etc.): +3 to the target number
- Small Target (roughly child-sized): +1 to the target number
- Large target (roughly car-sized): -1 to the target number
- Very large target (roughly house-sized): -3 to the target number.
- Raining or snowing: +1 to the target number
- Thick fog: +2 to the target number
- Night time: +2 to the target number
- Total darkness: +4 to the target number
- Attacker is running: +1 to the target number
- Target made a successful Dodge roll: +2 or +4 to the target number (more on this later).
- Target is partially behind cover (at least 25% of it is concealed): +2 to the target number
- Target is standing perfectly still: -1 to the target number
Close Combat
There are times when the action gets up close and personal, where even guns prove to be impractical. At this point, combat becomes a desperate affair, where each action could spell certain doom. That, my friend, is what we are dealing with here. From fisticuffs to knife fighting, it’s all covered in this section.
HITTING THE TARGET
Here’s how it works.
All players make an OTR, using the following Ratings
- If you’re attacking without a weapon : Agility / Fighting vs. Agility / (Fighting or Close Combat, depending on whether or not the opponent is armed with a weapon).
- If you’re attacking with a weapon : Agility / Close Combat vs. Agility / (Fighting or Close Combat, depending on whether or not the opponent is armed with a weapon)
Whoever’s roll is highest, hits....and the other character just wasn’t fast enough to score a hit first. If there’s a tie, no one hits!

MULTIPLE COMBATANTS
There are times when more than two people are involved in a close combat. This is when things tend to get slightly more complex. Even still, it will come naturally to you in a short amount of time.
When dealing with multiple combatants, it becomes necessary to determine who is attacking who. If there’s two (or more) characters attacking one character, it works just like a normal OTR (see “Multiple Participants” under the Task Roll section for details).
It is quite possible that, say, the outnumbered character can roll lower than one (or more) enemies, while still rolling higher than one (or more) other enemies. If this is the case, the outnumbered character’s attack connects with one (and only one) of the characters he rolled higher than...at the exact same time he was nailed by the ones who rolled higher than him. This means that damage will be done to both the outnumbered player and one of the characters he rolled higher than.
Example: Joe Steelworth finds himself in a bad situation. While investigating an abandoned lakeside warehouse, he is confronted by two thugs (Bones and Scrubby Lane). They attack him and get Initiative. This gives both of them a +1 to their “to hit” rolls. Plus, the goons outnumber Joe, so that’s another +1. The Narrator (who controls the goons) rolls for them. Bones has Agility 2 and Fighting 2. He rolls 2d6, adding in his Ratings and his bonus for having Initiative and a +1 for outnumbering him. Bones rolls a 3, so his total is 9 (3 + 2 +2 + 1 +1). Scrubby has Agility 2 and Fighting 3. He rolls 2d6, adding in his Ratings and his bonus for getting Initiative and for outnumbering Joe. He rolls an 8, so his total is 15 (8 + 2 +3 +1 +1).
In response, Ralph rolls for Joe. Joe has Agility 2 and Fighting 3. He rolls the 2d6 and comes up with a 6. This gives him a total of 11 (6 + 2 +3).
Examining the scores, Scrubby rolled highest (15), Joe rolled second highest (11) and Bones rolled lowest (9). This means Scrubby nails Joe at the same time Joe plugs Bones!
If a character rolls higher than more than one of his enemies, he may choose which of them he hits!
Grappling Attacks
The standard close combat rules cover punching, kicking, swinging a weapons and so on. But, that’s not the only kind of close combat. There’s also wrestling. This section deals with restraining an enemy and possibly doing damage to him as well.

To grapple, roll Initiative as normal. The same effects apply (i.e., the winner gets a +1 to the roll). You can announce that you’re grappling instead of doing a regular close combat attack. At this point, the opponent may choose to do the same if he wishes. In any case, a grappling wrestler rolls Strength / Grappling instead of Agility / Fighting (or Close Combat). If a grappling wrestler succeeds, he has grappled to opponent up. The opponent must make a Damage Roll each turn (starting the turn after he was put in the hold), using the Grappling Damage Chart when necessary (see Damage Rolls). After making a successful Damage Roll, the restrained character must make a Strength / Grappling or Vigor vs. Strength / Grappling or Vigor OTR. If he succeeds, the hold is broken and Initiative will need to be re-rolled.
Damage Rolls
When a character gets hit, stabbed, shot, restrained, thumped, gouged, whacked, tossed, slammed or otherwise hit in combat (or even out of combat, if hit by a speeding vehicle for example), damage could be done. That’s what Damage Rolls do----determine if the character gets hurt and, if so, how badly he’s hurt.
A Damage Roll is carried out like an ordinary Opposed Task Roll, using the attacker’s Strength Rating (for fist fights) or the weapon’s Damage Rating (for armed combat of any type) plus his Power Strike rating (if he has the Power Strike Skill) versus the victim’s Health Rating and Stamina Rating (if he has the Stamina Skill).
Note: When grappling, the attacker doesn’t use his Power Strike Skill Rating, but uses his Vigor Skill Rating instead.
If the attacker’s roll is equal to or higher than the victim’s roll, the Narrator should consult one of the two Damage Charts
using the difference between the rolls.
Depending on what weapon is used, the Narrator will either use the Lethal Damage Chart or Non-Lethal Damage Chart. There’s a weapon list in the back of the book.
Non-Lethal Damage Chart
Attacker's roll is higher by...
- 0 (equal) - 2: Knocked back 1d6 feet
- 3 - 5: Knocked back 1d6 feet, knocked down and is wounded*
- 6 or more: Knocked back 1d6 feet, knocked down, is wounded* and is knocked unconscious for 3d6 minutes (or 3d6 Turns if combat is still going on)
Grappling Damage Chart
Attacker's roll is higher by...
- 0 (equal) - 5: Wounded*
- 6 or more: Wounded* and unconscious for 3d6 minutes (or 3d6 Turns if combat is still going on)
Lethal Damage Chart
Attacker's roll is higher by...
- 0 (equal): Glance! Knocked back 1d6 feet and wounded* on a d6 roll of 5 or 6.
- 1 - 3: Knocked back 1d6 feet, knocked down and wounded*
- 4 - 7: Knocked back 1d6+2 feet, knocked down, seriously wounded** and unconscious for 4d6 minutes (or 4d6 Turns if combat is still going on)
- 8 or more: Dying or Dead (Narrator’s choice)***
* Each wound subtracts 1 from every physical Roll Total until healed (exact time is up to the Narrator-----usually 3 to 24 hours).
* * Each serious wound subtracts 3 from every physical and mental Task Roll until healed (exact time is up to the Narrator...but should be substantially longer than a Wound takes to heal----maybe even weeks or months).
*** The Narrator should be fair in this decision...especially when the victim is a player character. Generally, a “dying” character has a slight chance of survival if he receives medical treatment soon (usually a ”Very Difficult” Intelligence / Medical roll).
Defensive Maneuvers
Logically, if someone knows they’re going to get attacked, they might be able to decrease the likelihood of it happening----by blocking a punch, diving for cover, ducking out of the way, etc. Let’s examine each Defensive Maneuver and see what they can do for you.
DODGING
This represents the character diving out of the way when being attacked or otherwise moving out of the way of a potential hazard (like if a bundle of pipes were falling from a high-rise construction site—right toward you). This is usable against ranged or close combat attacks.
Whenever you are in a ranged combat situation, you may declare that you wish to dodge. But you must do so before the opponent rolls to hit you. As soon as you declare your intent, declare whether you are making an ordinary dodge (i.e., merely sidestepping, ducking, etc.) or diving for cover (i.e., flinging yourself behind a nearby object). Then you need to make a Moderate Agility / Dodge roll.
• If you succeed with a regular dodge, the opponent adds 2 to the Target Number of his attack.
• If you succeed in diving for cover, the opponent adds 4 to the Target Number of his attack.
Of course, nothing good comes easy. There is a drawback to dodging.
• If you attempted a regular dodge (whether successful or not), any action you take on your next turn will suffer a +2 to the Target Number. Or if the action you choose on your next turn requires no roll, the Narrator may penalize your efficiency slightly as he deems fitting.
• If you dove for cover, any action you take on your next turn will suffer a +4 to the Target Number. Or if the action you choose on your next turn requires no roll, the Narrator may penalize your efficiency as he deems fitting.
Dodging in close combat is handled differently. It represents you bobbing, weaving, ducking under or stepping back to avoid a blow. To dodge while in close combat you may declare that you wish to dodge rather than strike the enemy. But you must do so before you and the opponent roll to attack. Instead of rolling your usual attack, roll Agility / Dodge. If you roll equal to or higher than the opponent’s attack roll, you automatically avoid getting clobbered. In this case, your opponent is now in an awkward position and you gain a +2 to your attack roll next turn.
But if you fail the Dodge Roll, you stepped right into the enemy’s attack! To reflect this, his attack hits and you suffer a -2 to your Damage Roll!
BLOCKING
When in close combat, it is quite feasible for you to block an opponent’s attack. Obviously, logic must be applied here----you can’t block a sword with your arm. But if you happen to have a long pipe handy to block it with, then that’s another story altogether.
When an enemy declares his attack, you may elect to block it. Immediately make a Difficult Agility / Fighting NTR. Or make a Difficult Agility / Close Combat NTR if you’re using an object to block with. In the latter case, it doesn’t matter what the Close Combat Sub-Skill is....you use it anyway.
If you succeed, the attack’s Strength is reduced by the roll of a d6. If you fail, the attack’s Strength is increased by the roll of a d6. If you block it, the opponent doesn’t get to attack you on the next turn....he gets to roll “to hit” as normal, but if he rolls higher than your to-hit roll, he just makes you miss your attack instead of nailing you.
Optional Combat Rules
The following is a list of optional rules the Narrator may implement in his games if he so desires. They are meant to expand combat and add some variety and flavor. They are not recommended for use until the Narrator runs a couple of games first.
CHARGING
This happens quite a bit in the comic strips. Two guys are duking it out when suddenly one of them gets knocked back, leaving a gap between them. The guy who was knocked back, runs head-first into his enemy in a ramming attack, using his own body weight to do the damage.
It doesn’t take a master detective to figure out that this style of attack could hurt quite a bit. But it’s also a pretty easy guess that it’s somewhat easy to avoid. After all, the charging player has to cover some distance, giving the defender ample time to move to safety.
A character wishing to charge must declare his intent....and must be at least 6 feet away from the target. Otherwise, there won’t be enough room to gain any significant momentum. For every full 8 feet the character charges, the attack’s Strength will increase by 2! Also, for every 8 feet, the Target Number of the attack will be increased by 2!
And for the record, the Power Strike Skill does apply to charging!
Here’s how it all works...
The defending character may choose to do one of two things; Stand His Ground or Evade (the effects are listed below. The charging character then makes an Agility / Fighting (brawling) roll.
• Stand His Ground! The defender stays put and attempts to nail the charging character as he comes in at him. In this case, the defender rolls his attack as per normal close combat. If the defender rolls higher than the charging character’s attack roll, he managed to strike before the charger connected! If the defender fails, he gets rammed by the charging character. He makes a Damage Roll as normal. If the damage roll is failed the defender gets knocked back 2d6 feet, in addition to normal knock back distances dictated by the damage chart.
• Evade! The defender tries to move deftly out of harm’s way. The defender rolls Agility / Dodge. If the defender’s roll is equal to or higher than the charging character’s attack roll, he avoids the oncoming attack
Any time a charging character misses the target, he goes 2d6 feet directly past the intended target and must make a moderate Agility Test!
SURPRISE
Whenever an attack is sprung without the intended victim even knowing the attacker is there (i.e., an ambush), he may be taken off guard, putting him at a severe disadvantage.
Whenever this happens, the ambushed character must make a Moderate Willpower / Resist NTR. If successful, he was able to keep his cool and may act as normal. But if he fails the NTR, he was taken by surprise. To represent this, he may take no Defensive Actions on the first turn, and any roll made during that turn will be at -2! On the next turn, he may act as normal.
CALLED SHOTS
In combat, you may find it crucial to hit a specific part of the target (e.g., the gun hand, the head, etc.). These shots are more difficult to make, but could pay off.
Called shots can be carried out in close combat (“I’m gonna punch him right in the throat!”) or in ranged combat (“Steady, steady.....aim for the forehead.”). Often times, the intent is to score a particular effect (shooting an object out of the target’s hand, for example). These are called “Trick Shots”. Other times, the attacker is merely out to cause more damage than a random attack could. These are called “Aimed Shots”.
Regardless of which type a character is trying to pull off, the attack is at a disadvantage when it comes to hitting. The specifics depend on whether it’s a close combat attack or a ranged combat attack.
Ranged Combat: The Target Number is increased by 3.
Close Combat: The to-hit roll itself is reduced by 2.
If the called shot hits, the effects will be more spectacular than an average run-of-the-mill attack.
Trick Shots
The effects for trick shots can vary wildly and are almost always case specific. The Narrator is encouraged to add-lib here, using common sense as a guideline. It would be literally impossible to have a blanket rule to cover every possible situation brought forth by trick shots.
Aimed Shots
The effect for this is extremely cut and dried. When a character is nailed by an aimed shot and manages to pass his Damage Roll, he must immediately re-roll it, using the second roll instead.
ARMOR
Armor is very rarely seen in Dick Tracy, aside from bullet-proof vests and the like. But in any case, it needs to be addressed.
A character who gets hit in an area covered by armor can make an Armor Roll. You see, all armor has an Armor Rating. To make an Armor Roll, simply roll a d6. If you roll equal to or higher than the Armor Rating, the attack is blocked by the armor, meaning you don’t need to make a Damage Roll. But the impact of most attacks will still knock you back and down 1d6 feet on a d6 roll of 4 or more.
Various Rules
Here are some handy rules to cover some of the more specific situations that can pop up from time to time.
Hero Points
In the “good versus evil” world of Dick Tracy, the heroes always have an edge. They have justice, morals and virtue on their side. While this may mean very little in the real world, it accounts for a whole lot in the comic strip genre!
To bring this element to the tabletop, we have Hero Points. At the beginning of each session, each PC hero has two Hero Points. This is not cumulative, so if you don’t spend any of Hero Points during one game session, you won’t receive two additional ones the next session. If any Hero Points are left at the end of a session, it is lost.
We’ve already stated that Hero Points can be spent—but we haven’t mentioned what players can spend them on.
There are several things they can be used for;
• A Hero Point can be spent to roll an additional d6 for any Task Roll, including Damage Rolls.
• A Hero Point can be spent to lower a Damage chart result by one level. In other words, if the character suffers a Serious Wound, he can spend a Hero Point to make it a Wound instead.
• A Hero Point can be spent to automatically receive a Last Chance when falling.
• A Hero Point can be spent to automatically get Initiative in combat.
Falling
Falling is a hazard that has been a staple of the action-oriented comic strips since their inception. There’s a reason for this. Few things scare the hell out of a person like the thought of plummeting from a building, bridge or other high place. A comic writer’s job is to stimulate the reader and make her feel the action and suspense. And since everyone can automatically identify with the sheer horror of falling, it has become an often used plot device in stories.
Fortunately, not all falls are lethal. The Falling Damage rules deal primarily with shorter falls that someone could logically survive. I mean, if a character falls off a forty story building, it’s pretty much a cinch that he’s going to be hamburger upon impact.
FALLING DAMAGE
When a character falls from a decently high place, he’s probably not going to walk away unscathed. Any character who falls will have to roll 3d6 on the Falling Damage Chart. The chart is divided up into four sections, with each section representing how far the character fell. Unlike most damage-causing situations, there is no Damage Roll when a character falls. Rather, this one single roll on the chart determines everything.

The results may not be totally realistic by real world standards, but this is a game based on the larger-than-life comic strip world of Dick Tracy.
Falling Damage Chart
Up to 8 feet:
- 3-16: No damage, but knocked down unless he makes a Moderate NTR rolling using his Agility and either Athletics or Acrobatics.
- 17-18: Wounded* and knocked down
9-20 feet:
- 3-6: No damage, but knocked down unless he makes a Moderate NTR rolling using his Agility and either Athletics or Acrobatics.
- 7-14: Wounded* and knocked down
- 15-17: Wounded*, knocked down and unconscious for 3d6 minutes (or 3d6 turns if Narrator deems appropriate)
- 18: Seriously wounded** and knocked down
21-80 feet:
- 3: Wounded* and knocked down
- 4-5: Wounded*, knocked down and unconscious for 3d6 minutes (or 3d6 turns if Narrator deems appropriate)
- 6-11: Seriously wounded** and knocked down
- 12-14: Seriously wounded**, knocked down and unconscious for 4d6 minutes (or 4d6 turns if Narrator deems appropriate)
- 15-18: Dying or Dead***
81-150 feet:
- 3-4: Seriously wounded** and knocked down
- 5-8: Seriously wounded**, knocked down and unconscious for 4d6 minutes (or 4d6 turns if Narrator deems appropriate)
- 9-18: Dying or Dead***
* Each wound subtracts 1 from every physical Roll Total until healed (exact time is up to the Narrator-----usually 3 to 24 hours).
* * Each serious wound subtracts 3 from every physical and mental Task Roll until healed (exact time is up to the Narrator...but should be substantially longer than a Wound takes to heal----maybe even weeks or months).
*** The Narrator should be fair in this decision...especially when the victim is a player character. Generally, a “dying” character has a slight chance of survival if he receives medical treatment soon (usually a ”Very Difficult” Intelligence / Medical roll).
SOFT LANDINGS
In comic strip physics, landing in a pile of hay, in a truck full of grain or in similar soft surfaces can protect you from harm. Or at least reduce the amount of damage done. In game terms, soft landings do two things;
• When rolling on the Falling Damage Chart, use the column to the left of the column you’d normally have to roll on.
• A character who would normally be unconscious from the fall can avoid it by rolling a 4 -6 on a d6.
LAST CHANCES
As shown above, falling isn’t fun. It can hurt. A lot. Fortunately, there’s often a Last Chance----a sign pole to grab onto, a balcony a short ways down, a bunch of roots on the side of the cliff to slow his descent, etc. The possibilities for Last Chances are endless. The Narrator should run with it and come up with all manner of these saving graces.

Whenever a character would normally fall from any significant height, there might be a Last Chance. To determine whether or not there is one, the Narrator rolls a d6. In most cases, the result of 5 or 6 indicates that there is a Last Chance. If the falling character has the Lucky Positive Trait, the character gets a Last Chance on a 4, 5 or 6.
The Narrator shouldn’t force the player to make any further roll (like an Agility NTR to grab the rocky out-cropping, for example). The roll to see if there’s a Last Chance should be sufficient-it can be assumed that the character can grab onto it, fall on it or whatever.
Of course, the Narrator doesn’t have to give the character the Last Chance without a drawback. He can elect to have some sort of hindrance to balance things out....especially if it serves the story well. This little complication can be almost anything.
Perhaps when the character landed on the out-jutting balcony, his weight cracked the boards and now he’s trapped in the floor.
Or perhaps the character grabbed onto something on the wall as he fell and is now hanging there....the problem is that this object was a lever that activates the gas emitters and the character’s weight pulled it down. The only limit is the Narrator’s imagination. As long as it adds drama and excitement, everything works out fine.
INHALATION
There are some things a person just doesn’t want to breathe. Fumes, water, gasses, sulphur...lots of things. That’s what we’re addressing here.
Any time a character is in a situation where breathing something would be harmful in some way, he can hold his breath. It goes without saying that a person can’t hold their breath forever. Everyone can hold their breath for at least 3 turns. She must make a Health / Stamina NTR every three turns thereafter. The Task Level starts out at Easy the first time. Each time beyond that, the Task Level will increase by one. So the second NTR would be at Moderate, the third would be at Difficult, and so forth.

Failure to make any of these rolls will result in the character breathing the substance in question. Each type of substance has it’s own effect. Below are a few examples;
Water: When you fail the NTR, roll a d6. On a 1-3, the character dies. On a 4-6, the character goes unconscious and somehow barely survives. If the situation dictates that the character can not possibly survive (like he’s in an enclosed space filled with water), the Narrator can forego the d6 roll altogether.
Carbon Monoxide, Smoke, etc.: When you fail the NTR, the character passes out. 1d6 turns later, the character dies!
Tear Gas: When you fail the NTR, the character suffers a -4 to all physical roll totals until after the character leaves the gassed area. Even then, the effects last for 1d6 minutes (or 1d6 turns if the Narrator deems appropriate) after they are in the clear. Also, while in a tear gassed area, characters must do anything possible to escape.
EXPLOSIONS
From grenades to dynamite, explosions can spell certain doom for characters....not to mention nearby objects.
Any character caught in the explosion will have to roll 3d6 on the Explosive Damage Chart. Explosive weapons sometimes have a Damage Roll Modifier. This adjusts victim’s rolls on the Chart.
Falling Damage Chart
3-4: Knocked back 4d6 feet and knocked down.
5-9: Knocked back 4d6 feet, knocked down and wounded*
10-15: Knocked back 4d6 feet, knocked down and seriously wounded** and unconscious for 4d6 minutes (or 4d6 turns if combat is still going on).
16 or more: Dying or Dead (Narrator’s choice)*** and knocked back 4d6 feet.
* Each wound subtracts 1 from every physical Roll Total until healed (exact time is up to the Narrator-----usually 3 to 24 hours).
* * Each serious wound subtracts 3 from every physical and mental Task Roll until healed (exact time is up to the Narrator...but should be substantially longer than a Wound takes to heal----maybe even weeks or months).
*** The Narrator should be fair in this decision...especially when the victim is a player character. Generally, a “dying” character has a slight chance of survival if he receives medical treatment soon (usually a ”Very Difficult” Intelligence / Medical roll).
Fire
I’d be insulting your intelligence if I said that it can severely hurt someone who’s in it.
Each turn a character’s body is directly exposed to fire (i.e., he’s in direct contact with it), he’s going to take damage. Roll a d6 each turn. On a 1-2, he takes a Wound. On a 3-4, he takes a Serious Wound. On a 5-6, he is Dying/Dead (Narrator’s choice).
If the character ceases to be in contact with the fire (i.e., he drops and rolls), the rolls are not taken.
Healing and Medical Attention
When a character gets injured, the body doesn’t simply heal up as soon as the action is over. Nope, that character is gonna feel that gunshot wound for quite awhile. On the other hand, the way things happen in the comic strips isn’t always the way they happen in our world.
The notations below the Damage Charts give the low-down on the length of time a character suffers ill effects from wounds and serious wounds. To reiterate;
• Each wound subtracts 1 from every physical Roll Total until healed (exact time is up to the Narrator-usually 3 to 24 hours).
• Each serious wound subtracts 3 from every physical and mental Task Roll until healed (exact time is up to the Narrator...but should be substantially longer than a Wound takes to heal----maybe even weeks or months).
DYING CHARACTERS
Dying characters are in downright horrible shape. They are unconscious for 3d6 minutes or turns, depending upon whether the combat is still going on around him.
In any case, until stabilized, the character must make Moderate Health / Stamina NTRs every five turns or minutes. Once he is stabilized, he only has to make them once per day for 1d6 days.
If any of these rolls fail, the character has bought the farm!
On the other hand, if he survives this grueling period, he is considered to have a Serious Injury for several weeks (if the Narrator wants a random number, 1d6 weeks) and nothing can reduce it’s effects (by first aid or whatever)....he simply has to take time to heal.
FIRST AID
An injured character can have first aid applied to him (putting a Tourniquet on his arm, wrapping up his hurt ankle, etc.). The character can even apply first aid to himself.
Obviously, though, this can not be accomplished in the middle of combat. I somehow doubt the enemy(ies) will agree to let a character take time out and fix a comrade up. It just doesn’t happen like that. But if the combat is over, first aid can be used.
To carry out first aid, the character must make a successful Intelligence / Medical NTR. The Task Level depends on the severity of the wound. If the character has both Wounds and Serious Wounds, the character applying treatment will have to make two NTRs; one roll for the Wounds and one roll for the Serious Wounds.
• If the injured character has a Wound, the Task Level will be Easy. For each additional Wound the character has, add 2 to the Target Number.
• If the injured character has a Serious Wound, the Task Level will be Difficult. For each additional Serious Wound the character has, add 2 to the Target Number.
Regardless of whether or not the NTR succeeds, if the character was unconscious, he is automatically awakened by the treatment.
If the roll succeeds, the injured character only suffers from ½ of the penalties he suffered from the wounds (rounded in the character’s favor). Therefore, if a character that had four Wounds (-4 to all physical Task Rolls) was given successful first aid, he would only suffer a -2 to all physical Task Rolls.
If a character is dying, he can be given first aid to stabilize him. The dying character can’t fix himself though. To do this, the character must make a Very Difficult NTR using his Intelligence and Medical. Success mean he has been stabilized.....he regains slight consciousness, but still can’t walk. The character will stay stabilized for 1d6 hours. If not given more elaborate medical help within that time, he will be returned to “Dying” status.
First Aid can not be used to treat the same injuries twice. Once you’ve applied it, you’ve done all you can do.
HOSPITALIZATION
While first aid can (literally) be a life saver, it simply can not be used to completely heal most injuries. Characters with nasty injuries will need to wait the injury’s effects out or get medical attention.
It is usually a good idea for the Narrator to simply say that Wounds can automatically be gotten rid of if given medical treatment at a hospital or doctor with proper equipment. He won’t need to stay there for even an entire day.
However, Serious Wounds are just that....serious. Broken legs, major cuts, spine damage, concussions, etc. could all be considered serious wounds. If proper treatment is given and the character is put in the hospital, the healing time is reduced by ½ the normal time given by the Narrator (rounded up). Fortunately, the character can usually leave the hospital in a few days or maybe a week. If the Narrator wants a random amount of time, he should roll 1d6+1. The result is the number of days the character needs to be in the hospital.
Dying characters who are hospitalized will still have to make the Health / Stamina NTR once per day (see Dying Characters), but the Task Level is Easy rather than Moderate. Dying characters must generally spend a good number of weeks in the hospital (or 3d6 weeks if the Narrator likes randomness).

|