No matter how careful you are, sooner or later, things will go wrong. When things escalate to a hostile situation, you will encounter additional challenges and circumstances that require rolls beyond simple skill checks.
Standard Actions
During a 6 second round, your character is able to take 3 actions, and a free movement. Actions in Errant Assets are generally any action that a character could reasonably take within a couple of seconds. The examples below are meant to give a general sense, but are not exhaustive.
Example standard actions
Attack (Simple)
Activate an object
Retrieve stowed item
Take cover
Use simple skill
Extra movement
Cast spell (simple)
Trigger program (simple)
Reload weapon
Example complex (multi-action point) actions
Generally, complex actions are noted in your character notes, as part of the special action's description. However, any action that would take more than a few seconds could be defined as a complex action.
Hide
Use complex skill
Cast complex skill
Trigger complex program
Barricade a door
Free Actions
Many actions do not take your character’s concentration or time to perform. Actions like speaking, dropping an item, or stopping an ongoing action, do not cost an action point.
During a run, it’s good to be clear about what pieces of your gear is readied, versus hidden in your bag. A weapon in your hand does not need to be retrieved, but one in a concealed holster may require an extra action.
Distances
In Errant Assets distance is simplified to three ranges:
Close - Near enough to hit with a melee weapon
Medium - Close enough to make eye contact, can reach close range in 2 seconds of sprinting
Far - Everything outside medium range. During alarmed rounds, movement in far assumes you are close enough to sprint to medium range in a few seconds. For ranges beyond that, work with the DM to estimate how many actions or rounds it takes to close the distance.
Some abilities and actions are affected by these distances, such as gun accuracy.
Movement during alarmed action assumes a sprint speed, allowing a character to move from 1 range to the next in the free action, or 2 ranges with an additional action.
Other speeds can be estimated as below, but these do not cover all scenarios. Discuss with your DM if you need to estimate distances covered when not sprinting.
Injured or Sneaking = 10x slower
Walk = 5x slower
Jog = 2.5x slower
Extended Run = 1.5x slower
When calculating accelerated speeds such as in vehicles, it is recommended to use close/medium/far ranges rather than exact speeds or distances.
Special Circumstances
While actions are often straight forward, occasionally mitigating circumstances may complicate the issue. When in doubt, use common sense or real-world rules, or simply reasonable assumptions. Remember, player characters are not superhuman, but only slightly more skilled than the average person.
Examples of circumstances where you may need to adjust dice pools or effects include:
Shared Space
Melee fighting often involves same space, there’s no penalty, you are trained for this.
If you share a space too small to move, any penalty to the attack should come from the constriction, not the shared space.
Insubstantial and Incorporeal Creatures
Some characters have abilities that make themselves or others resistant to physical damage. In these instances, use magical or technological weapons to affect the creatures. Depending on how insubstantial the creature may be, damage may be reduced, translated to stun damage, or completely negated.
Flanked
If a character is sufficiently distracted by an enemy at dramatically different ranges or directions, the character will have penalties to attempts to dodge or attack the further enemy.
Holding
Generally, restraining another metahuman takes at least an action. This may be rolled as an attack or simple athletics check, with the held creature’s fitness or athletics setting the threshold. The held creature spends actions to attempt to escape.
Continuing to hold someone round over round will take additional actions.
Actions taken while holding or held are limited to reasonable actions that could be done within those constraints.
Prone
Can go prone as part of move action, or as consequence of effects.
Lying prone impacts the effects of being behind cover (character may be harder to hit at range), but reduces movement, restricts dodge, and makes you more vulnerable to melee attacks.
Cover
Cover should generally raise a character’s to-hit threshold, based on the size of the visible target.
full cover = +4
partial cover = +2
However, if a character chooses to shoot through cover, they may reduce the effectiveness of cover.
Cover relies on visibility, if characters can see past cover with cameras or other effects, cover will be reduced.
Material Strength
Materials in [Working Title] are similar to those in reality, which means bullets don’t pierce as much as you think, and walls are sturdier.
Some objects with “breach” quality can knock down any wall that isn’t reinforced.
Armor piercing rounds and other heavy duty ammo can pierce walls.
Soft cover can be pierced, but cover remains as it primarily blocks visibility.
If you throw a metal chair out the window it will break, but if you hit someone with it, it will probably only be dented.
Mounted combat/actions
Vehicles are usually a team resource
by default vehicles increase your notice. you are in a city and vehicles have IDs
vehicles may have speed and maneuverability stats, but it is more important to have a discreet vehicle or one that has hidden stashes and improved carrying capacity
really nice or fancy vehicles are expensive and will take damage over time. they may not be available or draw immediate notice in some neighborhoods
walking, public transit, bikes, scooters, etc are all common ways to travel around the city
If you are both driving and trying to do another complex action, both driving and skill checks are hampered. While you can take as many actions as fits, focusing on anything other than the road may lead to accidents, damage, or failed checks.
Fall damage
Use ranges for damage:
Short fall - damage type is stun
Medium fall - damage type is physical
Long fall - damage type is physical. Character receives wounds regardless of armor.
Deadly fall - character is unconscious and bleeding out. At long distances character may be instantly dead, and may not be able to be revived without significant healing.
Health
In Errant Assets your characters well being and ability to respond to threats is measured through dual extended trackers. Damage to their physical and mental wellbeing will cumulate on these trackers to result in negative penalties.
Character health is 8 + bonuses
Character stun tolerance is 8 + bonuses
Getting physically hurt is incredibly distracting. When taking physical damage, you take an additional stun damage = half the physical damage (rounded down).
The trackers on your character sheet likely have space for more health or stun than you have. When you have taken damage equal to your health or stun, you fall dying or unconscious.
Health
-1 to all dice pools
-2 to all dice pools
All thresholds lowered by 1
All thresholds lowered by 1
Dying
Stun
-1 to all dice pools
-2 to all dice pools
All thresholds lowered by 1
All thresholds lowered by 1
Unconscious or insensate
Taking Damage
When an NPC or effect would damage your character, the DM rolls to evaluate how much damage would be inflicted. Attack damage is reduced directly by your armor, with only spillover damage affecting your health or stun meter.
Many weapons and effects do specific types of damage that may result in additional effects or lingering damage. These effects happen as long as the trigger connects, they only need 1 success.
Digital and Astral Damage
Some effects do not do damage in the physical realm.
Digital damage does physical damage only to innate resonance - affecting your health bar up to your innate resonance count, then stun for any remaining damage.
Astral damage does physical damage only to innate mana - affecting your health bar up to your innate mana count, then stun for remaining damage.
Unless your gear specifically resists digital or magical damage, armor does not protect against digital or magical damage.
Armor Damage
Armor is made to withstand significant abuse, but even the sturdiest materials degrade over time.
Armor is damaged each time it takes damage equal or greater than it’s armor rating in a single effect. Each time armor is damaged, its efficacy is reduced by 1.
When armor is damaged equal to its armor rating, it no longer functions as armor.
Armor can be repaired, and will repair automatically with upkeep costs at a rate of 1 each week, or by paying for repairs.
Exhaustion
Characters need to rest once every 24 hours, spending one of the periods in a relatively safe place with access to food and amenities, and ignoring progress toward goals. After 4 consecutive periods without rest, characters will take a point of exhaustion for every additional period that passes without rest.
1 stun damage
Cannot stay conscious without assistance
Cannot stay conscious without assistance
2 stun damage
1 health damage
1 health damage
2 stun damage
2 health damage
2 health damage
Unconscious - cannot be roused until rested for a full 24 hours
Lingering effects
Some abilities and situations inflict status effects. These effects continue to impact characters as long as the status applies to them. Most statuses have a condition or duration that limits how long the status applies, but some statuses are permanent unless a specific action is taken to end the status.
Lingering statuses might include: bleeding, poisoned, on fire, coated in acid, suffocation, etc.
The damage type, frequency, and amount will vary depending on the severity of the lingering effect.
Soul Loss
Though rare, some creatures and effects are capable of damaging a metahuman’s soul. Soul loss is a serious condition, reducing attributes, causing exhaustion, and affecting your soul ability pools such as mana or resonance.
For metatypes with multiple types of soul, soul drain pulls from unbodied soul types first (astral and resonant), then physical essence when those are drained.
For each point of soul lost, one of the primary attributes is reduced by one, determined by the DM or random roll.
Depending on the method of soul loss, a metahuman who loses their last point of soul will die, or become an undead creature.
As long as a person has at least 1 soul point, their soul recovers slowly, at a rate of 1 point a month. Lost attribute points do not recover with the regained essence and must be regained through training and effort.
Healing
Magic, tech, and time can heal most physical injuries. Stun damage is more difficult to counter, but can also be healed or partially offset with magic and tech.
Unassisted, health regenerates at a rate of 1 point a day. The stun meter regenerates at a rate of 1 point per minute.
Wounds
Occasionally a severe injury will debilitate a character. These severe wounds require time to stabilize, with significant ongoing damage, impacted abilities, or long-term effects if ignored.
Any time a weapon does 3+ HP damage to a character in a single action, the character receives a wound. Some weapons may have qualities that reduce the threshold to create a wound.
Wounds are calculated from the actual damage done to a character’s health bar. Damage negated by armor, stun damage, or most effect damage is not included when calculating wounds.
Stabilizing a wound takes 4 actions and a stabilization item such as a med kit. If the med kit is missing, stabilization materials can be improvised, but the stabilization takes an additional 6 actions. Multiple characters may work together to stabilize another.
Wounds take 3-10 weeks to heal unassisted, depending on the amount of damage that created the wound. This time can be reduced through medical attention, removing a day for each point of HP healed.
Unconsciousness and Death
When a character’s health or stun bar reaches 0, that character falls unconscious. The character cannot take any more actions and falls prone. Any lingering statuses continue to take effect.
If the character’s stun meter is at 0 and they are not taking ongoing damage, they automatically wake after a number of minutes equal to their stun bar.
If the character’s health meter is at 0, they are dying, and must be revived or stabilized in the next 15 minutes. Each additional point of damage they take below 0 reduces this number by 1 minute.
After 15 minutes, the character is dead, and healing can repair their body, but will not tie their soul back to it.
Resurrection
Souls of metahumans tend to linger before passing on. In Neon Sorcery, this means that it is possible to reconnect a soul to their body, effectively resurrecting a person.
Resurrection is not a minor task and requires time, resources, and sacrifice.
Resurrection requires:
1 - The soul’s body in a stable, livable condition.
2 - Life support technology to keep the body in a living state.
3 - Magic to enable soul transfer.
4 - Metahumans with soul to sacrifice.
Only metahumans with at least 1 point of essence can be resurrected into their original body. Metahumans with purely astral or digital souls must have an appropriate body created for them from astral or digital materials.
Soul is required to keep the body in a state where the original soul can reattach. It costs 1 sacrificed soul point for every 8 hours the person has been dead. Like other forms of soul loss, the sacrificing character loses from their non-bodied soul first, and a random attribute is reduced for each point of soul sacrificed.
The Undead
In the world of Neon Sorcery, dead bodies may become animated by effects other than resurrection. These become undead, caught in a place where they must literally consume essence to survive.
Different types of undead will have different methods and rate requirements for consuming essence.
Some examples of undead creatures you may encounter include:
Zombies - flesh eating, viral borne disease. Zombies or ghouls are caught perpetually in the dying state. They crave flesh, especially souled flesh.
Vampires - blood drinking, spread with bacteria. Vampirism erodes a soul and the vampire must imbibe metahuman blood to retain abilities, although this soul does not fully integrate.
Revenants - animated by blood magic or digital parasites, revenants do not regain essence, and usually require direction from an animating force
Undead creatures have varying degrees of sentience, and may be shambling creatures or appear to be perfectly normal metahumans.