FREE/FALL A5 // OPERATOR REFERENCE

1. THE CORE LOOP (ACTION RESOLUTION)

BASE DICE POOL: 5d20 (Minimum Pool: 2d20) PENALTY: -1d20 per filled Harm Slot.

PHASE 1: DECLARATION & ASSIGNMENT

  • Initiative: Everyone declares actions simultaneously.

  • Assignment: You must assign at least 1 Die to every action you declare.

  • Focus: Assigning multiple dice increases chance of Greater Success.

PHASE 2: PREREQUISITES

To roll for a Specialized Action (anything beyond talking/walking), you must meet ONE condition:

  1. HAVE THE GEAR: "The tool is the skill." (e.g., Mag-picks for locks).

  2. HAVE THE SPECIALTY: Your Class talent (e.g., Infiltration).

  3. SPEND ATTRIBUTE: Spend 1 Current Attribute to force it.

  4. TAKE HARM: Take 1 Level of Harm immediately to push limits.

PHASE 3: THE ROLL

Roll assigned dice against Target Number (TN).

  • Challenging: TN 11+

  • Hard: TN 16+

  • Near Impossible: TN 21+

PHASE 4: OUTCOMES

  • 0 Successes: Failure + Complication.

  • 1 Success: Basic Success.

  • 2+ Successes: Greater Success (Speed/Efficiency/Effect).

  • NAT 20: Automatic Success. Crit (Double DV) if attacking in range.

  • NAT 1: Complication (if in conflict).

PHASE 5: RESOLUTION ORDER

Actions resolve in Reverse Order of Declaration (Last declared acts first).

  • Clash: If actions directly oppose, highest single die result acts first.

2. ATTRIBUTES & RESOURCES

BODY: Physical / Resilience. MIND: Technical / Focus. GHOST: Social / Stealth / Willpower.

MAX CURRENT ATTRIBUTE = Permanent Value - Gear Binding Costs. SPEND ATTRIBUTE TO:

  • Meet an Action Prerequisite (Force a check).

  • Negate 1 Level of incoming Harm (after Armor).

3. THE HARM PROTOCOL

HARM SLOTS: 3 (Shared). HARM TYPES: Physical (Body), Psychic (Mind), Compromise (Ghost).

WHEN YOU TAKE DAMAGE (DV):

  1. ARMOR (AV): Reduce incoming levels. (Min 1 usually remains).

  2. MITIGATE: Spend Current Attributes (1-for-1) to negate remaining levels.

  3. RESOLVE: For each remaining level, choose one:

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OPTION

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COST

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EFFECT

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A. TEMP HARM

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Fill empty slot.

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-1d20 Pool. Clears with Rest.

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B. PERM HARM

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Convert Temp to Perm.

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-1d20 Pool + Narrative Trauma. Hard to cure.

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C. BREAK GEAR

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Sacrifice Bound Gear.

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Item Breaks (or becomes Faulty if Hardened). Binding Cost REMAINS.

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  • FORCED CHOICE: If all 3 slots have Temp Harm, you MUST choose Option B or C.

4. HACKING (CYBER WARFARE)

REQ: Active Program (Binds Mind) OR Specialty. RISK: Rolling a 1 on a hacking die = Program Compromised (Lost for mission).

PROGRAM TYPES

  • SPIKE: Precision / Single Target.

  • BLAST: Area / Disruption.

  • COUNTER: Defense (Double Binding Cost).

  • PWN: Control Function (Double Binding Cost).

TIERS

  • RED: +0 (Binds Mind 1)

  • STEEL: +5 (Binds Mind 2)

  • CHROME: +10 (Binds Mind 3)

  • BLACK: +15 (Binds Mind 4)

5. QUICK GEAR TAGS

  • Attribute Binding (X): Perm. Attribute reduced by X.

  • High Impact: Min. 2 Harm inflicted.

  • Piercing: Ignores 1 AV.

  • Load Bearing (X): Negates X Binding from attached items.

  • Hardened: Becomes Faulty before Broken.