Merc: 2000

Supplemental material and materiel for players and visitors


Things here:


Campaign Timeline:

Back to the top


Supplemental Materiel:

Back to the top


House Rules

Skill Checks

Skill checks normally follow the GDW Core Rules System standard: The base chance of success is (Skill Level + Controlling Attribute). This chance of success on 1d20 is "Difficult". Double that sum to find the chance of making an "Easy" skill check. Halve the sum to find the difficulty of a "Formidable" check, and quarter it for "Impossible". A "1" always succeeds, a "20" always fails. Occasionally, I may throw in some skill checks more akin to Cyberpunk: roll 1d20, add skill + controlling attribute, with a target number that must be exceeded for the skill check to succeed.

Luck

Adapted from the Dark Conspiracy variant of GDW's Core Rules System, Luck is not used like it is in Cyberpunk (as in, "wouldn't it be lucky if..."). What Luck allows in M2K is an attempt to re-roll a flubbed dice roll. The first time in a session that a player wants a reroll, the player must make a successful Easy:Luck skill check. On success, the player may reroll the original roll. The next time a Luck roll is attempted in that session, it is a Difficult:Luck skill check. The next time after that, it is Formidable, and so on, until the luck roll only succeeds on a 1 on a 1d20. Luck rolls can not alter prior luck rolls, nor can they affect someone else's roll. Only two luck skill checks can be made on a single dice roll (fail twice, and you're stuck with it!). Luck depends on Charisma as its controlling attribute (I guess the designers thought that Charisma was too often slighted by players).

CQB Automatic Weapons Fire, v1.1

In close-quarters battle, I will use a different system to determine to-hits. Instead of needing a "1" on each 1d6 rolled, the number needed is determined by finding the ratio of (range to target)/(short range of weapon). This ratio determines the to-hit chance as follows: 0-19%: 1-5 hits; 20-39%: 1-4 hits; 40-59%: 1-3 hits; 60-79%: 1-2 hits; 80-100%: 1 hits. Recoil and other penalties used to reduce the number of dice thrown will instead reduce the to-hit chance until it reaches 1/6. Once it reaches 1/6, the number of dice thrown will be reduced. We will try this out and I will make adjustments as I see fit. Keep in mind that the bad guys are going to use this same system in the future (Martina would have been toasted if it were in play during the op at Fusion Technologies!).

Back to the top


Back to the Merc: 2000 page.

Back to the Northern Colorado Gamers.


Last Updated 16 May 2000

Contact for this page: WebMaster@BabylonByCandlelight.com