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RPG SYSTEM
www.insight-rpg.com
2014 Neomedia Even V. Rssland
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Published by
Neomedia Even V. Rssland (NEVR)
4879 Grimstad, Norway
www.nevr.no
Round Starts
Determine Initiative Sequence
Play by Turn
(Movement +) Combat Action, or
(Movement +) Mode Action
Round Ends
Endurance Roll
Combat Round
The Combat Round starts with the participant that has the highest
Initiative. When all participants have made their Actions by turn, the
Combat Round ends.
Combat Action
Mode Action
A Mode Action initiates a Mode that lasts until you make another Action.
Free Action
When all participants have made their turns, the Combat Round
ends. Make an Endurance Roll. Add the number of successes to the
Initiative value or reduce it if you fumble. Start the next Round. The
sequence may have been changed if the Endurance Rolls changed
the Initiative Values.
Combat Turn
Initiative
Tiles
One tile represents 3 meters. Players may pass through a tile occupied
by another player. Moving through a tile occupied by an enemy will
allow the enemy a Standard Attack as an instant Free Action.
Movement
Action Points
Your Combat Skill defines your number of Action Points (e.g. Known
= 3 Action Points, Trained = 4 etc.). An Action requires one or more
Action Points. When all Action Points are used, you must Recover
to restore your Action Points.
Recover
Recover takes one Turn and is required when you have no Action
Points left. You may also enter Recover Mode if you have more
Action Points remaining. After a Recover Mode, all your Action
Points are restored. During Recover Mode you are able to perform
Free Actions, like Normal Movement and Defensive Rolls.
Hit Location
All hits are Body Hits with no specific Hit Locations unless its a
Final Injury or a Called Shot; or to determine damage reduction due
to armor or other protection.
Final Injury
Make a Hit Location Roll (1d10) if the damage exceeds the victims
Max Health. This will determine the final injury.
Called Shots and Critical Injuries
If a Called Shot Action is used, the Hit Location is already determined
by the player and is a Critical Hit if the damage is more than the Hit
Locations Critical Injury Limit.
Knock Down
Reload
Swap Weapon
1
2
3
1 to 3
3
Attack +1
Attack +1
Attack +1
Attack +1
Attack x2
*Dual Weapons: The Dual Weapons Skill will allow you to perform two Combat Actions in your Turn if you have enough Action Points
available. Make a Weapon Skill Roll limited by the Dual Weapons Skill Level.
Mode Actions
Action
Defense Mode
Action Points
1
Cover Mode
Aid Mode
First Aid Mode
1 to 3
1
1
Sneak Mode
Recover Mode
Note
Diff Level -1 when making Defensive Rolls. Power Defense, Shattering Block and Counter
Strike are possible.
Diff Level -1 to -3 when making Dodge Roll vs. ranged attacks.
Make Defensive Rolls for a selected participant (within 15 meters).
Heal another player. Both players must stay at the same location until next turn before making
the First Aid Roll.
Make a Sneak Roll, Complexity Level equal to the enemys Vision. Distance to closest enemy
must be more than 15 meters. All Actions cost double Action Points, Free Actions Cost 1
Action Point. Diff Level -1 when attacking.
All Action Points are restored.
Movement
Speed
Normal Movement
Run (Fast Movement)
Action Points
Free
+1
Sprint
+2
Note
Free Action. Move up to 15 meters (5 tiles).
Use an additional Action Point when running. Diff Level +1 to all Attacks. Move up to 30
meters (10 tiles).
Use two additional Action Points when sprinting. Diff Level +2 to all Attacks. Move up to
45 meters (15 tiles).
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