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:
HAVE THE GEAR: "The tool is the skill." (e.g., Mag-picks for locks).
HAVE THE SPECIALTY: Your Class talent (e.g., Infiltration).
SPEND ATTRIBUTE: Spend 1 Current Attribute to force it.
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):
ARMOR (AV): Reduce incoming levels. (Min 1 usually remains).
MITIGATE: Spend Current Attributes (1-for-1) to negate remaining levels.
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.