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Infinity RPG - Alpha v1-2

Infinity RPG - Alpha v1-2

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0% found this document useful (0 votes)
376 views19 pages

Infinity RPG - Alpha v1-2

Infinity RPG - Alpha v1-2

Uploaded by

arkhosh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Infinity Roleplaying Game

Alpha Playtest v1.0


Core Mechanics
This section provides an overview of the concepts central to the Infinity roleplaying game
including skill tests, momentum, Infinity points, and the Heat pool.

Dice Rolls
A number of actions performed by the player characters or NPCs require dice rolls. When
rolling dice, lower results are better than higher results. This is true with both d20s and
Combat Dice [CD], but there are slight differences with how the two dice types are
evaluated.
[[Begin Sidebar Text]]
Whats a CD?
A CD is a special type of six sided die. When a [CD] dice rolls a 1 it gives a result of 1,
likewise a roll of 2 reports a 2. If a 6 is rolled, it may trigger a special effect depending on
the rule or equipment granting the dice. Results of 3, 4, or 5 are ignored.
For example, Brand Barton successfully shoots a Ganger with his Combi Rifle. The weapon
has a damage rating of 1+[CD]5. The player rolls five six-sided dice and generates [1,1, 2,
4, 5]. The attack inflicts 4 base damage (4 damage from the dice (1+1+2) + 1 static value).
[[/Sidebar]]

The Skill Test


The main game mechanic that determines character success or failure is called the skill
test. A skill test is required when a character attempts a task where the outcome is in
doubt, or there are consequences for failure.
When asked to perform a skill test, a player rolls two d20s, hoping for low results on one or
both dice. A task can be affected by several other elements, including attributes, skills,
bonus success, and difficulty. Skills test Difficulties are described as D1, D2 or more,
requiring that number of successes.

Attributes
Each character is defined by eight attributes. These attributes indicate a characters
inherent abilities, or their physical and mental limits. Agility, Intelligence, and Strength are
examples of attributes. Most attributes for player characters range from 6 to 12. Higher

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attribute ratings reflect greater ability. To perform a basic skill test, a player rolls 2d20
and tries to roll equal to or lower than the tested skills attribute on one or both dice.
For example, Adam is asked to make a skill test that uses his characters Intelligence.
Adams character has Intelligence 9 and no related training in the skill. When making a
skill test based on Intelligence, Adam wants to roll 9 or less on at least one of the two
d20s he will roll.

Skills & Expertise


Skill tests call on a particular skill, which is a focused application within an attribute. For
example, Knowledge and Science are skills based on the Intelligence attribute. A player
may have one or more ranks of expertise training with a particular skill, or may be asked
to attempt a skill test using a skill in which he has no expertise training.
When making a skill test using a skill with which a player has ranks of expertise training,
expertise ranks are added to the related attribute to indicate the target number a player
must roll equal to or less than on a d20 in order to achieve a success.
Adams character is asked to make a Science skill test. Adams character has two ranks of
Expertise in the Science skill. Adam adds these ranks of Science Expertise to his
Intelligence rating of 9. Adam will generate a success on a result of 11 or less (9 + 2) on
one or more d20s.

Success & Focus


When performing a skill test, a player generally needs to generate a success on one or both
of the d20s rolled in order to pass. If the player rolls equal to or less than the attribute,
plus ranks of skill expertise, he generates one success as outlined above.
Skill training can also improve ones Focus with a particular skill. Focus indicates the range
on a d20 within which a player generates additional success when using the related skill. If
a player rolls equal to or less than the skills Focus rating on a d20, the skill test generates
one additional success. Since basic skill tests have the player rolling 2d20, it is possible for
multiple dice to roll equal to or less than a skills Focus rating, which would then trigger
one additional success for each die that falls within the skills Focus rating.
Adam makes a Science skill test against his character's Intelligence 9 and Computer
Expertise 2. Adam also has Computer Focus 2, meaning any die result of 1 or 2 on a d20
will generate an additional success. Adam rolls 2 and 8 on his 2d20. Both numbers are
equal to or less than the characters Intelligence + Computer Expertise, which generates
two successes (one for each die). The 2 is also equal to or less than the characters ranks
of Computer Focus, which generates one additional success. For this skill test, Adam has
generated a total of three successes.
Some special talents, equipment, teamwork, or highly specialised training may increase the
number of successes generated while performing specific types of skill tests.

Repercussion
Repercussion may trigger severe consequences beyond the scope of a simple failure on the
skill test. Repercussion occurs when a character rolls one or more natural 20s, or generates
results within a characters repercussion range, determined by the amount of Stress from
which the character is currently suffering. When a repercussion occurs, the GM has the
opportunity to either impose a Complication to the task resolution for each natural 20

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rolled, or add two HEAT points to his pool. Complications are dealt with in more detail in
the core rules but can include things like no longer being in cover, dropping something, etc.

Momentum
When a player passes a skill test, there are a number of ways in which it can be resolved.
For many tests, the only important result is whether or not the test was successful. Other
times, the magnitude of success is important.
When performing a skill test, the number of successes generated is compared to the skill
tests difficulty rating. As long as the skill test generated a number of successes equal to or
greater than the difficulty rating, the character passes the test. However, when the
number of successes generated is greater than the difficulty rating, the skill test not only
passes, but results in a higher quality or magnitude of effect.
The difference between the number of successes generated and the difficulty rating
becomes momentum a resource the player can use to fuel a variety of different effects.
For example, in combat, this momentum may allow a character to inflict additional
damage, target a specific location, or disarm an opponent.
Adams character generates three successes after passing an Average (Difficulty 1) Science
test. Not only does the character pass the test, he has two momentum (three successes
minus D1 rating) that he can spend to improve the magnitude or quality of the computer
test, such as completing the task in less time, or learning an additional piece of
information.
Some special talents or affiliation abilities may increase the amount of momentum a
character generates while performing specific types of skill tests.

Infinity Points
Player characters have access to a special type of resource called Infinity points or IPs.
This reflects the fact that the player characters are cut from a different cloth than the
average person. Whether or not they are viewed as heroes, the player characters are
destined for greatness. These IPs are used to accomplish a wide variety of possible goals.
Since a characters pool of available Infinity points refreshes at the beginning of each
session, players are encouraged to spend Infinity points to influence the story and perform
heroic actions. A character cannot have more than five Infinity points at any given time.
Since players will be rewarded with additional Infinity points during play, they should be
sure to use their Infinity points often enough that they can benefit from bonus points
awarded by the GM.
Infinity points may also be awarded by the GM during a session to reward players for good
roleplaying, clever plans, successfully overcoming difficult challenges, or using teamwork.
Players may have other opportunities to gain Infinity points by achieving certain goals
within an encounter, reaching a milestone in the story, or choosing to be the one to suffer
the consequences of some dire event. As a general guideline, there should be two to three
opportunities for players to gain Infinity points per hour of play.
Here are just a few of the ways Infinity Points can be spent during play:

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Add an Auto-Success d20 to a Skill Check. A player can add an extra d20 to any
skill test for one Infinity point. The extra die is placed on the 1 face and
automatically generates successes as if it were rolled as part of the skill test.
Perform an Additional Action. During combat, a player can usually only perform
one combat action on his turn. By spending a Infinity point, he can perform a
second combat action.
Recover Light Wounds. A player can catch his breath and recover all light
wounds in one hit location by spending a Infinity point.

Heat Points
The GM begins play with a number of tokens in his Heat pool. The Heat pool reflects the
growing threat of the opposition. Over the course of a session, the Heat pool will fluctuate
greatly.

The Heat Economy


Heat points will, throughout the course of a game, move back and forth from the GMs
pool. Ideally, this will happen frequently and in great quantity players will pay points
into the pool by taking a variety of actions, while the GM will spend those points to keep
the game moving and developing. It is worth considering an important matter of
terminology when discussing Heat points early on.
A variety of actions and other options that a character may undertake for example,
Response Actions in combat cost one or more Heat points. The nature of this cost is
expressed in two ways, depending on whether the character undertaking the action is a
player character or a non-player character.
Player characters, who have no Heat pool of their own to draw upon, always pay Heat
points into the GMs pool. Non player characters, who draw upon the GMs Heat pool,
always spend points from that pool.
Non player characters typically employ the Heat pool in place of the numerous pools of
resources that a player character can employ. NPCs cannot bank momentum, but instead
can convert Momentum to Heat points. NPCs do not use reloads and other equipment
resources as player characters do the Heat pool serves in place of these resources,
ensuring that the GM only has a single pool of points to manage.

A variety of different game events allow the GM to add more tokens to the Heat pool. For
example, The final conflict with a major adversary or An alien environment with strange
gravity might generate Heat points. However, the players are the main source of Heat
points, and may inadvertently or consciously increase the Heat pool. Here are just a few
examples of how the players may add Heat points:
Repercussion. When a character suffers one or more Repercussions on a skill
test, one of the possible outcomes is adding two points to the Heat pool for each
Repercussion.

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Improve the Odds. A skill test may be too difficult for a player to comfortably
generate enough successes. The player can purchase additional d20s to roll during
a skill test, at the cost of one Heat point for each d20 the player would like to
add. A player may purchase no more than three dice in this way.
Voluntary Failure. Sometimes, the odds are stacked against the player so heavily
that rather than risk a roll and having something catastrophic happen, he may
add one point to the Heat pool and voluntarily choose to fail at the task at hand.
The GM has the opportunity to spend the points in the Heat pool for a variety of effects. In
a way, the GMs use of the Heat pool is similar to how the players use Infinity points and
other resources to achieve spectacular results with their characters. There are detailed
guidelines in the Heat section of this document, but here are just a few examples of what
the GM may spend Heat points on:
Seizing Initiative. All player characters act first during a round, followed by all of
the NPCs. Before a player character acts, the GM may spend Heat points to
interrupt the initiative order and allow one of the NPCs to act.
Powering Special Abilities. One of the key functions of the Heat pool is to
manage the various NPCs the players may encounter. Particularly powerful NPCs
may require Heat points to trigger some of their most potent abilities.
Interrupting PCs. As long as a player has not already rolled the dice for a skill
test, the GM may spend Heat points to introduce a wrinkle or complication the
characters may have to contend with before advancing the story.
Triggering a Complication. The GM can use Heat points to bring a dormant issue
to the forefront, such as having an old war wound act up, confronting a character
with the object of a phobia or Trait, or otherwise forcing a character to deal with
failure.

Combat
In the frenzied world of Infinity, characters may find themselves battling hackers, Alien
threats, the black market or being the target of common street crime. Sometimes,
violence is the only solution.
Combat should play out dramatically, with pulse-pounding, action-packed encounters.
Characters have a number of resources at their disposal to accomplish cinematic feats of
heroism. With access to Momentum, Infinity points, and the ability to purchase bonus dice
for skill tests, players can strategise and get the most out of their characters during
combat.

Combat Rounds & Time


Combat encounters are divided into rounds. Each round can represent a very short amount
of time (10-20 seconds) to longer stretches (1-2 minutes), depending on the encounter.
Regardless, each character has one turn each combat round. During a characters turn, he
has a number of options, usually in the form of different actions he can perform.

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On his turn, a character can perform any number of Free Actions, and one Standard Action,
or one Free Action, one Restricted Action and one Standard Action. Outside of his turn, a
character may perform one Response Action.
After all player characters and GM-controlled characters have had a turn to act, the
combat round ends and a new combat round begins.

Initiative & Turn Order


Each round, the players agree on the order in which their characters will take their turns.
After all player characters have acted, each of the GM-controlled characters take their
turns, in whichever order the GM chooses.
The GM has the opportunity to interrupt the player characters' turns in order to allow a GMcontrolled character to take its turn earlier. The GM spends Heat points from his pool to
trigger the NPCs. The more powerful the NPC, the more Heat points may be required to
interrupt the players turns.
If players spend too much time discussing action rather than acting, the GM may wish to
warn the players that their inaction may draw more Heat. If players continue to take too
long or argue among themselves about turn order, the GM adds one Heat point to his pool.
The sight of a growing Heat pool should spur them into action!

Surprise
Sometimes, one group of characters may try to surprise or ambush the other group. If one
group has sufficient time to hide or set up an ambush, its success is based on an opposed
roll. The group attempting to ambush designates a leader who makes a Stealth skill test.
The group reacting to the surprise designates a leader who makes an Observation skill test.
If the ambushing group generates more successes than its intended targets, the ambush is a
success. Each character in the ambushing group gains an Exploit weakness effect on thier
action for the turn. If the ambush failed, the members of the group who noticed the
ambush may perform their actions for the turn before the failed ambushers. See the
section on Standard actions for the effects of Exploit weakness.

Combat Actions
The Four main types of actions are Free Actions, Restricted Actions, Standard Actions, and
Response Actions.

Free actions
During your turn, your character may perform one or more of the following Free Actions. A
character cannot perform the same Free Action more than once during his turn but subject
to GM approval may take as many Free Actions as he wishes. Free Actions can be taken
both before and after a Standard Action, but all intended actions should be stipulated
before any dice are rolled. Generally any given Free Action can be performed once per
turn but the final decision as to whether any combination of actions is achievable rests with
the GM

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Adjust Stance
A character can make a small adjustment to his stance or position. The character can use
the adjustment to duck behind Cover or move within Reach of his starting position. Moving
through difficult terrain requires the Movement Restricted Action. This action includes
dropping prone and standing up. Prone characters must move by crawling.

Drop Item
The character opens one or more hands that hold an item. The item falls to his feet.

Speak
A character may talk to nearby allies, scream a war cry, shout an order, threaten a political
opponent, or otherwise converse with a few sentences or phrases that do not require a Skill
test.

Restricted Actions
Unjam
If a weapon is jammed or otherwise malfunctioning, the character can use this action to
clear the jam.

Movement
A character can move between the Close Range band and Medium Range band. See
movement for more information including information on traversing difficult terrain.

Recover
When a character is suffering from a temporary status effect such as Bleeding or Staggered,
he may be able to attempt a Resistance test to prematurely end the condition. If the status
effect has a specific magnitude (such as Staggered 3), the conditions magnitude becomes
the difficulty rating for the Resistance test. If the status effect does not have a specific
magnitude, it requires a Challenging D2 Resistance test. If the character passes the test,
the status effect ends.

Standard Actions
There are a number of Standard Actions available. Most combat actions that require a skill
test, such as attacks, are Standard Actions. Standard Actions also cover managing gear,
reloading weapons, and other tasks. A character usually only performs one Standard Action
on his turn; however, there are several ways a character can perform more than one
Standard Action.
Talent or Ability. Some special talents and abilities allow a character to perform a second
Standard Action without having to pay the GM any Heat points. This is described in the
individual talent or ability descriptions. A player may use talents or abilities granting extra
Standard Actions once per turn.
Infinity points. A player may spend a Infinity point to allow his character to perform an
additional standard action. When spending a Infinity point, the player does not have to pay
the GM any Heat points and he may choose to perform the same Standard Action more than
once. A player may spend more than one Infinity point to allow a character to perform
multiple extra actions.

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(Likewise, the GM will be able to perform bonus standard actions by spending HEATs from
his pool)

Attack, Close Combat


The character waits for an opening then attacks a target within Reach (NPC, Character, or
Object) either with his bare hands or an equipped melee weapon. When a character makes
a Close Combat Attack, he must declare a target, as well as which equipped weapon is
being used. If the Close Combat Attack succeeds, the attacker moves to the damage step of
the combat sequence.
Once a character engages another with a close combat attack, they are considered part of
a melee. Once in a melee, a character must use the Withdraw action to disengage safely
from the other combatants. If the target of a close combat attack has not already
performed a Response Action, he may attempt a Parry Response Action as long as he has a
suitable weapon or item equipped.
A character can voluntarily fail this attack and still count as engaged for purposes of
blocking a characters free movement. See Voluntary Failure for details.
[Sidebar]
Possible Complications for Attack, Close Combat
The following are a selection of example Complications that may befall a character making
a Close Combat Attack.
Over-extended. The character has left himself vulnerable to retaliation, and
cannot take a Response Action until the start of his next turn.
Disarmed. The character has lost his grip on his weapon, and it tumbles to the
ground. The character may not use the weapon until he reclaims it.
[/Sidebar]

Attack, Ranged
The character draws down on and attacks a target with whom he is not currently engaged
in melee. Ranged attacks use ranged weapons. The target must be within the weapons
effective range, or the actions difficulty increases by one for every zone outside this
effective range. With most weapons, the target must be within line of sight. If the Ranged
Attack succeeds, the attacker moves to the damage step of the combat sequence. A
character who attempts a Ranged Attack while an enemy is within Reach increases the
difficulty by one, unless it has the Close Quarters quality.
Some ranged weapons have different qualities that can inflict status effects, deal
additional damage, or allow an attack to strike multiple targets. If the target of a ranged
attack has not already performed a Response Action, he may attempt a Dodge Response
Action as long as he is aware of the attacker and has the necessary room to avoid the
attack.
[Sidebar]
Possible Complications for Attack, Ranged
The following are a selection of example Complications that may befall a character making
a Ranged Attack.

Copyright Modiphius Entertainment. Not for distribution

Jammed.The characters firearm has jammed, and it he may not use it to make
further attacks until after he has taken the Unjam action.
Fumble/Misfire.The characters attack has gone awry, and he finds himself caught
in the blast. The character suffers the effects of the attack as if he was one of the targets
hit. This Complication is only suitable for weapons with the Blast or Torrent qualities.
Exposed.The character has focused too much on offence, and too little on his own
well-being; he cannot gain the benefits of cover until the start of his next turn.
Ammunition.The character loses a single Reload of ammunition for his current
weapon.[/Sidebar]

Brace
Certain weapons such as Portable Autocannons and Alien weapons are described as
Unwieldy. An attack with an Unwieldy weapon increases the difficulty rating for the attack
action by two ranks and its Repercussion range is increased by one step, from 20 to 19-20,
or further if the character is suffering from Stress.
When a character performs the Brace action, the difficulty and unreliable penalties are
removed from future actions with the wielded weapon. Once a character performs the
Brace action, he is considered braced until he moves from his location or changes what is
being held in his hands.

Coup de Grace
If he has a ranged or close combat weapon equipped, a character can deliver a killing blow
to an adjacent (within melee range) helpless, unconscious, or critically wounded target.
The GM may deem that some targets require a skill test. The GM has the final say over
whether or not a target is considered helpless, or if it can be dispatched with a Coup de
Grace action.

Draw / Use Item


Using a free hand, the character may pick up a nearby item, or draw a weapon being
carried on his person or stowed in his gear. If the item is already in hand, the character can
use it with this action. Some items, like Automeds, can take effect as soon as they are
drawn, allowing a character to draw and use the item with only one Standard Action.

Exploit Weakness
A character takes extra time readying his next Close Combat or Ranged Attack to further
increase his odds of hitting and potentially inflict more damage. If the character performs a
Close Combat Attack or Ranged Attack when the previous action was to Exploit Weakness,
the character adds 2d20 to the attacks skill test. If the attack succeeds, the attack inflicts
+[CD]2 extra damage. This is cumulative with any bonus dice from fully automatic weapons
to an absolute maximum of 3d20. This action can also be used to represent attempts to
ambush, whether with an intent to knock out an opponent or dispatch them more quietly.
GMs may allow, at their discretion, successful Stealth tests to trigger a free Exploit
Weakness action.

Pass
The character may decide to spend his turn doing nothing. Passing still uses a characters
Standard Action for his turn.

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Ready Action
The character may declare he is waiting for a certain condition or event to occur before
performing an action. When the triggering condition occurs, the character with the readied
action temporarily interrupts the acting characters turn to resolve the readied action.
Once the readied action is resolved, the acting character continues his turn as normal. If
the triggering condition does not occur before the characters next turn, the readied action
is lost. Characters with a readied action can still take Restricted and Free Actions as
normal.
Examples of readied actions include firing at a necromutant when he stands up from behind
cover or closing a security gate immediately after the last party member passes by.

Shake it Off
The character may spend a Heat point to attempt a Willpower test to push past the pain of
physical or mental wounds he may be suffering from. On a successful Willpower test, a
character can recover one Light Wound box from the hit location of his choice or one
Mental Wound box. The character can recover one additional Light or Mental Wound box for
each Momentum spent from the test.
The difficulty of the Willpower test is based on the severity of the characters wounds. If a
character is only suffering from Light Wounds, it is an Average D1 Willpower test. If the
character is suffering from Serious Wounds, it is a Challenging D2 Willpower test. If the
character is critically wounded, it is a Daunting D3 Willpower test.
[Sidebar]
Possible Complications for Shake it Off
The following are a selection of example Complications that may befall a character making
a Shake it Off action.
Worse Than It Looked. The characters injuries are worse than they first appeared;
the character suffers an additional Light Wound or Mental Wound, depending on which one
(and what location, if a Light Wound) the character attempted to recover.
Debilitated. The characters attempts to recover have exacerbated some existing
problem, and whether through pain or doubt, the character isnt ready to return to the
fight just yet. The character is Staggered until the start of his next turn.
Panic. The character takes stock of his situation, and finds only reasons to despair;
the character suffers one Stress.
[/Sidebar]

Sprint
The character may move to any point in any zone within Long range. Sprinting over difficult
terrain requires a Challenging D2+ Athletics test to maintain footing. If the test fails, the
character either counts as having taken a Move action or, at the GMs preference, faces a
Complication such as tripping over, making too much noise, or not being in Cover at the
end of his action. Ranged attacks made against a character who is sprinting (by using a
readied action, for example) have their difficulty rating increased by one step.
[Sidebar]

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Possible Complications for Sprint


The following are a selection of example Complications that may befall a character making
a Sprint action.
Stumble.The characters haste has caused him to trip and fall. The character is
knocked prone.
Noisy.The character has inadvertently caused a significant amount of noise while
running; any Stealth tests attempted before the end of the characters next turn have their
difficulty increased by one step.
Exposed.The character finds himself in the open; the character cannot benefit
from Cover until the start of his next turn.
[/Sidebar]

Withdraw
A character may safely leave a melee engagement using the Withdraw action. If a character
and his allies in the melee engagement outnumber the opposition, Withdraw can be
performed as a Free Action. The character remains in the same zone, but is no longer
within Reach of any character in that melee.
If a character attempts to leave a melee engagement with a Movement or Sprint action, he
must make an opposed Close Combat skill test against the most skilled enemy combatant in
the melee engagement. If the skill test succeeds, the character has safely left the melee
engagement.
If the skill test fails, each enemy combatant in the melee engagement may perform a
Retaliate Response action to strike at the character.

Response Actions
Response Actions do not occur during a characters turn, but are special actions triggered
by some event, such as an enemy attacking. A prone character or character whose
movement is otherwise restricted cannot perform Response Actions.
Performing a Response Action requires a bit of additional effort and tempts fate. When a
player chooses to perform a Response Action, he must pay one Heat to the Heat pool. If a
character chooses to perform a second Response action he must pay two Heat, a third
Response action four Heat and so on, doubling the cost with each additional Response
action. Likewise, when a GM chooses to perform a Response Action with a non-player
character, he must spend one HEAT from the Heat pool

Covering Fire
A character can declare he is supporting another character with covering fire using an
equipped ranged weapon. The character providing covering fire must have line of sight to
the enemy combatants being suppressed by covering fire.
The character providing covering fire expends one reload for the equipped weapon. Until
the supporting characters next turn, any ranged or close combat attacks made against the
assisted character have their difficulty rating increased by one rank. Multiple characters
can provide covering fire to support one character. Covering fire can be declared prior to
enemy hostilities or when a character comes under attack.

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Defend Other
A character within close combat range of another character may aid in his defence. There
are two ways to defend another character providing defence against a Ranged Attack or a
Close Combat Attack.
Defend Against Ranged Attack. When a nearby ally is declared the target of a Ranged
Attack, the defending character can declare he is providing defence for the original target.
The defending character attempts a challenging D2 Acrobatics skill test as a Response
Action. If the character passes the Acrobatics skill test, he becomes the attacks new
target. Momentum may be spent as regular dodge successes for the purposes of avoiding
the attack.
Defend Against Close Combat Attack. When a nearby ally is declared the target of a Close
Combat Attack, the defending character can declare he is providing defence for the original
target. The defending character attempts a challenging D2 Close Combat skill test as a
Response Action. If the character passes the Close Combat skill test, he becomes the
attacks new target. Momentum may be spent as regular parry successes.
Sidebar
Momentum and Defend Other.

Note that a particularly skilled opponent might be able to spend Momentum to perform a
secondary attack that targets the person you were seeking to defend. While a Defend Other
action forces the initial attack to be used against yourself, it does not prevent Momentum
spends causing harm to the original target. Momentum can only be spent in this way if the
character using Defend Other is hit by the attack.

/Sidebar

Dodge
After being declared the target of a Ranged Attack, a character can perform a Dodge
Response Action as long as he is aware of the attacker and has the necessary room to avoid
the attack. The Ranged Attack now becomes an opposed test, opposed by the defending
characters Acrobatics skill.

Parry
After being declared the target of a Close Combat Attack, a character can perform a Parry
Response Action as long as he has a suitable weapon or item equipped. The Close Combat
Attack now becomes an opposed test, opposed by the defending characters Close Combat
skill.
Defense Actions and Ties.
Infinity is an action packed world where the core cast is more important than the NPCs.
Because of this Parry, Dodge, and Defend Other ties are adjudicated in favour of the player
characters.

Retaliate
When an enemy combatant does not safely Withdraw from a melee engagement, a
character in the same melee engagement who could reasonably reach the retreating
combatant may perform a Retaliate Response Action to strike at that combatant. Each

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character who performs the Retaliate Response Action makes one free Melee attack against
the retreating combatant. This attack cannot be parried or dodged.

Return fire
Rather than dodge an opponent you can choose to return fire and try to gun down your
assailant. Both attacks happen at the same time and are resolved for damage as normal.
Momentum cannot be spent to avoid being hit. Return fire must be declared BEFORE the
GM declares whether an attack has hit. The GM may allow Momentum spends as they see
fit.

Dual Wielding
A character who attempts to wield two weapons at once may use either weapon to make an
attack, and may use the Swift Strike Momentum spend allowing a second action at +1
difficulty for one Momentum, instead of the usual two, so long as any second attack is
made with the other weapon.
A character may attempt to dual-wield with a pair of melee weapons, a pair of ranged
weapons, or one of each, so long as he can wield those weapons in one hand a
sufficiently strong character could wade into battle with an assault rifle in each hand, but
he is unlikely to be particularly accurate with them.

Wounds
For the purpose of this playtest we will be just using Light Wounds and Serious Wounds. If a
character has crossed off all the Light Wounds in a body location, the damage carries over
to their Serious and then Critical Wounds. For the purpose of this playtest we are not using
Serious wounds.
Light wounds represents scratches, small cuts, bruises, getting winded, shaken and other
not necessarily physical injuries. This is why you can recover from Light wounds through
various means during a scene.
Critical Wounds usually cause a lot more problems for characters but for the purpose of this
playtest, each Critical Wound a character receives, increase their Stress by 1.
As Stress increases, this means that characters will be incurring Repercussions on skill tests
more and more frequently. It represents the trauma of the battle affecting their abilities.

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Combat Momentum
Momentum is a key strategic resource for Infinity. When a character generates more
successes than necessary to pass a combat related skill test, he generates Momentum. That
Momentum can be spent for a variety of different effects, or added to the party Momentum
for use by other players. See the Momentum section for more details.
The following table provides a number of options available to a player when a player
generates Momentum in combat. With the GMs permission, a player may also suggest new
ways to spend Momentum. The GM is encouraged to come up with situational spends to
increase the excitement of their scenes.

Benefit

Momentum

Guidelines

Bonus Damage

A character can increase the damage inflicted by a successful


attack. Each Momentum spent adds +1 damage.

Called Shot

1*

The character can add to or subtract from the hit location roll
equal to the amount of Momentum spent Allow the face of the
die to be adjusted to an adjacent face.

Defend Other

The character may designate a target within melee range


(including himself). The next attack against that target this
round becomes more difficult by one rank.

Devastating Blow

Roll a second hit location for the target. That hit location suffers
half the current attacks damage, rounded down.

2/3

The target drops one item in hand. Costs 2 Momentum to disarm


an item held in one hand, or 3 Momentum to disarm an item held
in two hands.

Disarm

Knockout

1+

The target of an attack must make a Resistance test with a


difficulty equal to the Momentum spend or be knocked out.

Manage Gear

The character may stow or draw one carried item.

Penetration

1+

The damage inflicted by the current attack ignores Soak value


provided by armour equal to twice the Momentum spent.

Re-Roll Damage

The player may re-roll any number of damage dice from the
current attack.

Secondary Target

A second target within reach of the primary target is also


affected by the attack and suffers half the attacks damage,
rounded down, to a random hit location.

Swift Strike

The current attack does not use the characters standard action.
The character may perform another attack this round, at +1
difficulty rating, or any other standard action. This may only be
done once per turn.

Withdraw

The character can safely withdraw from close combat without


triggering any enemy combat responses.

1 / Stress

The character recovers from Stress a number of points equal to


the amount of Momentum spent

Steel Nerves

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Combat Positioning & Abstract Movement


In battle, knowing where everyone is relative to each other and the important locations on
the battlefield is important. Rather than track everything in precise distances, however, we
divide a battlefield into zones. While this will be explained in full in the final draft it is
enough that if a GM thinks range would be an issue for a character the GM should increase
the difficulty of the test to indicate this.

Movement and Terrain


Some zones may be more difficult to enter or move through than others, or provide cover.
This is defined in a number of ways.
Cover: When a target with cover is attacked, he rolls [CD] based on the type of cover he is
benefiting from. These dice are called soak dice. Any wounds generated on these soak dice
by the defender provide a soak value against the attack, and are subtracted from the
incoming damage. To speed up gameplay, a character should roll soak dice provided by
cover at the same time the attacker rolls damage dice.
Light cover is generally flimsy and provides more concealment than protection.
Wood, plexi-glass, and reinforced aluminium panels would be examples of Light
cover. Light cover provides [CD]2 Soak.
Heavy cover is generally sturdier and provides both concealment and protection.
Cover may be designated as heavy because it conceals a significant amount of the
target silhouette or is made of sturdy materials. Heavy crates, concrete pilings, or
being behind a car would be examples of Heavy cover. Heavy cover provides [CD]4
Soak.
Difficult Terrain: difficult terrain is awkward and time-consuming to cross safely. This
covers rough ground, heavy foliage, dense crowds of people, thick mud, ankle-deep water
or snow, steep slopes, ladders, stairs, and a wide range of other terrains. Movement
through difficult terrain requires an Athletics test (D1 for Movement action, D2 for Sprint
action). If this test fails, the character stumbles, trips, or otherwise fails to cross that
terrain and instead only manages to adjust his stance. Some difficult terrain exists across
an entire zone, while other difficult terrain may only apply when crossing into or out of a
zone in a particular direction (such as stairs or a ladder)
Climbing, Jumping, or Swimming: zones separated by elevation, a large gap, or by water
require additional consideration. Entering or leaving these zones requires at least a
Restricted Action move, and a D2 Athletics test.
Hazardous Terrain: some terrain is difficult because it poses a hazard. The GM should
define the hazard when he defines the combats zones. Moving through hazardous terrain
works like any other type of terrain, but if an Athletics test to cross it is failed, the
character suffers the hazard. The simplest example would be a gap over a large drop the
character must attempt an Athletics check to cross between zones (each zone being either
side of the gap), with failure causing damage as the character falls or lands poorly on the
other side.
Falling: should a character find himself falling a substantial distance due to a failed climb
attempt or some sort of hazardous terrain, he will take damage. Damage is calculated in
building floors (roughly three meter increments); every floor after the first deals 1+[CD]2

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damage so falling over three floors would result in 3+[CD]6 damage) to a random location.
If jumping down deliberately, the character can pick which location he suffers the damage
to. If the fall is more sudden, an Acrobatics test allows him to adjust the location hit (same
as a called shot) with Momentum and/or gain [CD]1 Soak against falling damage per
Momentum spent. Armour is assumed to contain some degree of padding, but it can only
protect so much against falling, so armour on a location provides only 1 Soak.
Drowning and Suffocation: if hazardous terrain leads to a character being deprived of
oxygen, the character must make an Average D1 Resistance test. Failing this test causes
one Serious Wound. Every successive turn the character is deprived of oxygen, the test
difficulty goes up by one.

Infowar
We have proposed the basis of a Infowar 2.0 system, see the flow chart below if you would
like to try out the ideas, otherwise continue to use the current system
A lot of technology (anything with the GADGET pecial ability) utilises technological
integration to provide advanced processing power to the item. When the technology is
actively connected to a receiving node (for example the player character) it can provide
one extra d20 for every grade of GADGET that the device possesses up to a maximum of
3d20 to the skill test of the character using the device.
If a character wishes they can attempt to calibrate the device to protect itself. If a device
is calibrated, this reduces its Infowar grade by 1, 2 or 3d20 and increases the FIREWALL on
the item by 1, 2 or 3 respectively. Most devices do not have FIREWALLS instead relying on
the connected Node to secure them. Typically a Gadget is attached a to player characters
Node, much like a Bluetooth headset is attached your iPhone. Every character has their
own Node with a typical FIREWALL of 1.
Nodes can connect to an almost infinite number of devices while providing communications
through a variety of mediums. These mediums include field induction, wireless point to
point communication, regular network connectivity and in a pinch uniform resistant
cabling. Nodes have a CLOAK stat which indicates the difficulty of successfully finding the
node and a FIREWALL stat which indicates the base difficulty of hacking any devices
attached to the node.

Software Supremacy
Where software suites face each other it is only the degree at which one side triumphs that
is considered. If a hacker with a grade 3 CLAW suite tries to break into a FIREWALL 1 node
running a grade 2 SHIELD suite the hacker would receive the difference between the suites
in d20 (ie 1d20 in this case) as a bonus. If the example is reversed and a hacker with a
grade 2 CLAW suite tries to hack a FIREWALL 1 SHIELD 3 suite the hacker would gain no
bonus dice and would need to defeat a Difficulty of 2 (1 for the FIREWALL and 1 for the
superior software) in a hacking test.
CLAW is opposed by SHIELD
SWORD is opposed by SHIELD
GADGET(Specific Skill) augments specific skill tests as if providing assistance to a skill test.
This is the most common type of suite and is generally built in to most Infowar systems.

Finding the target

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Before a hacking attempt is made a node must be discovered. Looking for a node is a
Restricted action where ANALYSIS Suites and CLOAK stats determine the difficulty of the
Hacking test to find the node. Once a node is found the devices attached to that node can
be hacked for the rest of the scene/combat.
If a character chooses to they may disclose location to a hacker as a free action. This
allows the hacker to connect to the node as a free action so long as enemy activity hasnt
hidden the node. Most serious hackers assume that users dont know their nodes location
as a matter of course. In a worst case scenario if a Hacker is physically connected to the
device they gain a bonus momentum.

Hacking a device & Software supremacy.


A variety of software exists to help hackers breach FIREWALLS. For the most part this
software is abstracted into CLAW and SWORD suites. As per software supremacy a standard
skill test is rolled and if successful momentum can be spent on a variety of effects.
(1) Locate the devices physical location.
(1) Debilitate the device. Skill rolls with this device increase difficulty by 1 per
momentum spent.
(1) Debilitate the device. The GADGET ability to add extra dice to skill tests is
deactivated.
(2) Secure/Hide the device. For the remainder of the combat/scene the FIREWALL or
CLOAK counts as being 1 higher than normal. This will force any hackers connected
to rehack the device unless they are the ones to enhance the CLOAKING or
FIREWALL of the device. This is a common spend as it forces defending hackers to
spend time breaching the nodes defences.
(3) Turn the device off
(4) Lock a user out of the device.
(4) Dominate the device and control it completely
(X) SWORD suites can cause the X (rating of the suite)+[Y momentum CD] Mental or
Physical wounds. Eg. Sword 2 with 2 momentum would cause 2+2[CD] Mental or Physical
wounds.
(X) GADGET suites can add extra dice to a skill test for the skill it is built around.
(1) Calibrate Device (reduce Gadget ability by 1 and increase Firewall by 1 or vice
versa). This does not affect currently connected hackers.

Fixing a Hack.
When a device has been hacked there are 2 choices, Have a friendly hacker hack your
device and reinforce the device or reboot the device. Rebooting a device is a restricted
action that will usually allow the normal settings to be resumed. Be warned though, the
enemy hacker will still have the location to the device and will be able to hack it again.
Worse if the enemy hacker has locked you out a reboot will prevent you from using the
device at all! If you have a friendly hacker the friendly hacker can on a successful hacking
test against FIREWALL use the same momentum spends above to reinforce your device and
return you to function.
For example. John wants to hack the car of a gangster. He has a Hacking Device with a
Claw Suite of 2 and Analysis of 1. The gangsters car is protected by a Firewall of 1 and
Cloak 1 and has Gadget 1: Pilot. Johns Hacking skill total is 12. John can make a Analysis
test for free as his Restricted Action. The Analysis 1 gives him a bonus d20 to his skill test.
He rolls a 8, 14 and 17 giving him one success. Only one success was required to match the

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Cloak of 1 so John finds the cars protected Node. Now as his Standard Action he attempts
to hack the system. His Claw of 2 provides a bonus 2d20 to his skill test. He rolls and gets
3, 7, 12 and 15. With a total of three successes he has beaten the Cars Firewall of 1 with
two Momentum. Johns asks the GM if he can turn off the cars power steering as the
gangster takes a corner at speed, along with Gadget Piloting bonus. The GM decides that
disabling the power steering is the Debilitating Momentum spend and causes the difficulty
of Piloting tests to be increased by 1, and the with the disabled Gadget the gangster will
no longer have the bonus d20 in piloting tests. The gangster must now roll 2d20 to beat a
difficulty 3 test as he hits the corner at speed, whilst his car systems go haywire.

Example Infowar rated devices


High Security Door.
No Firewall, uses the local Node and its Firewall, typically 4
Street Cameras
No Firewall, uses the local Node and its Firewall, typically 3.
Pursuit Car
Firewall 1. Cloak 1. Gadget 1: Pilot. Ranged Combat.
Built in Heavy SMG. 1+4 [CD].
(Hacking the car would remove the bonus to either Pilot or Ranged Combat skill tests (1
Momentum per result) provided by the car systems)
Nomad Hacking Device Mk I
Firewall 2. Suites: Analysis 2, Claw 2, Shield 2, Sword 2.
(If the device was hacked it would disable a software suite for every Momentum generated
in the attack). Hacking devices are specialist node in their own.
Multi Rifle
Damage 1+5[CD], Range: Medium, Autofire 2. Each CD result of a 6 cause Anti-Material
effect Armour Piercing of 2 (negating Armour Soak of up to 2 per result).
Gadget 1: Ranged Combat (Up to Short Range only).
(Hacking the Multi-Rifle can prevent the Anti-Material effect or disable the Ranged Combat
Gadget bonus)
Autofire allows a character to spend reloads to gain an additional 1d20 on their attack roll
for every reload spent up to the rating indicated. Most characters carry 3-4 reloads.
Reloads are in essence enough ammo for a firefight, the requirement to use up a reload
suggests that they have used up all easily accessible ammo and must open their packs, etc.
It causes a pause in shooting instead of representing switching clips. The firer is presumed
to be constantly firing and switching clips as a normal firing action.
The following diagram is a proposal for how a revised 2.0 version of Infowar might
work

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Copyright Modiphius Entertainment. Not for distribution

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