Talents & Skills & More

++++ Progressive Armor Defeating | Excellent: Defeat 50% of the total armor
Extraordinary: Defeat 75% of the total armor

  • Only Shield Deflection rating is added to the defeating difficulty
  • All armors are defeatable, unless specified.
  • Undefeatable armors count in the total, but the final armor rating cannot be lower than the defeatable armor

++++

++++Parry & Riposte - Melee vs Unarmed| When using one of these counter attack, if the type of attack made vs the type of counter attack used differ, (melee vs unarmed), a good success is required.

When Parrying with a shield, an average is required for any type of attack being parried. Although, if the counter attack do not succeed, no shield rating (armor & deflection) can be added for this attack. If the attacker is using the combat option Going Inside a Shield, The attacker does not get the -2 penalty to hits attack test.
++++

++++Your initiative, your actions | The standard action, movement or any additional actions such as Momentum, Second Attack, Swift Kick… etc are all done at the same time of the standard action.
++++

++++ Training, Rules and Table |

  • A character is limited to a maximum hours of training per day equivalent to the “defensive” value of its Willpower. (E.D. p28). In other words, the more willing a character is, the more he can concentrate on a task.
  • For every session of training, the character makes a Learning Skill Test against the learning difficulty (Use Spell Learning Difficulty E.D. p131). The level of success gives the learning factor for this session.
    • < Poor: x 0 (Time is wasted)
    • Poor: x 0.50
    • Average: x 1
    • Good: x 1.5
    • Excellent: x 2
    • Extraordinary: x 3
  • Some modifiers can be applied on the difficulty and on the Learning Skill rank.
    • Teacher`s Teaching Skill rank is directly applied to the character Learning rank
    • Character that already posses the Talent adds the Talent rank to the Learning rank.
    • Learning Environment such as usage of a training room, adequate training material reduces the Learning difficulty
  • The required training time are defines at E.D. p239. A week of training is considered 40 hours.
  • The rest is applied as described in section “Improving Skill Ranks”, E.D. p238. with the exception of legend point invested to improve a skill.

++++

++++Weapon & Armors Improvements |

Missiles & Aerodymamics EffectCost Availability Improvement Diff Exclusion
Improvised -2 dmg, -2 hex, -2 atk 10% -2 level
Low Quality -1 dmg, -1 hex, -1 atk 40% -1 level
Crude -1 dmg, -1 hex 70% as weapon
Normal 100% as weapon
High Quality +1 atk, +1 hex 150% +1 level
Great +1 atk, +1 hex, +1 dmg 200% +2 level
Masterwork +2 atk, +2 hex, +2 dmg 300% +3 level
Worn -1 atk, -1 dmg, -1 hex -30% -2 level
Bent -2 atk -50% -1 level Balanced
Balanced +2 atk +50% +1 level Bent
Heavy +2 dmg, -1 hex, weight + 20% +30% +1 level Light
Strong +1 dmg, +1 atk, -1 hex +30% +1 level
Light -1 dmg, +2 hex, weight - 20% + 30% +1 level Heavy

Throwing Weapon Damage: Use Str + Str + Weapon base damage Step when thrown.

Melee Weapons EffectCost Availability Improvement Diff Exclusion
Improvised -2 dmg, -2 init, -2 atk 10% -2 level
Low Quality -1 dmg, -1 init, -1 atk 40% -1 level
Crude -1 dmg, -1 hex 70% as weapon
Normal 100% as weapon
High Quality +1 atk, +1 hex 150% +1 level
Great +1 atk, +1 init, +1 dmg 200% +2 level
Masterwork +2 atk, +2 init, +2 dmg 300% +3 level
Worn -1 atk, -1 dmg, -1 init -30% -2 level
Chipped/Dented/Bent -2 atk -50% -1 level Balanced
Balanced +2 atk +50% +1 level Bent
Heavy +2 dmg, -1 init, weight + 20% +30% +1 level Light
Strong +1 dmg, +1 atk, -1 init +30% +1 level
Light -1 dmg, +2 init, weight - 20% + 30% +1 level Heavy
Sharpen -1 dmg + 30% +1 level Dull
Dull -1 dmg + 30% +1 level Sharpen


Armors EffectCost Availability Improvement Diff Exclusion
Improvised +2 init pen, -2 ph, -1 sp, -1 so 10% -2 level
Low Quality +1 init pen, -1 ph, -1 sp 40% -1 level
Crude +1 init pen 70% as weapon
Normal 100% as weapon
High Quality -1 init pen 150% +1 level
Great -1 init pen, +1 ph, +1 sp 200% +2 level
Masterwork -2 init pen, +2 ph, +1 sp, +1 so 300% +3 level
Decrepit -2 quality level -50% -2 level Used
Used -1 quality level -30% -1 level Decrepit
Adjusted -1 init pen +50% +1 level Unfit
Unfit +2 init pen +30% +1 level Adjusted
Heavy +2 init pen, +3 Knockdown diff, +3 ph Deflection, -1 hex, weight + 20% +50% +1 level
Strong +1 init pen, +2 ph Deflection, +30% +1 level
Light -1 init pen, -2 ph Deflection, +1 Avoid Blow, weight - 20% + 30% +1 level Heavy


Shields EffectCost Availability Improvement Diff Exclusion
Improvised +2 init pen, -1 ph Deflection, -1 sp Def 10% -2 level
Low Quality +1 init pen, -1 ph Deflection 40% -1 level
Crude +1 init pen 70% as weapon
Normal 100% as weapon
High Quality -1 init pen 150% +1 level
Great -1 init pen, +1 ph Deflection 200% +2 level
Masterwork -2 init pen, +1 ph Deflection, +1 sp Deflection 300% +3 level
Decrepit -2 quality level -50% -2 level Used
Used -1 quality level -30% -1 level Decrepit
Adjusted -1 init pen +50% +1 level Unfit
Unfit +1 init pen +30% +1 level Adjusted
Heavy +2 init pen, +1 ph armor, +3 ph Deflection, +3 Sh.th, weight + 20% +50% +1 level Light
Strong +1 init pen, +2 ph Deflection, +5 Sh.th +30% +1 level
Light -1 init pen, -2 ph Deflection, +1 Parry (wt Shield), weight - 20% + 30% +1 level Heavy

Armor Rating Modifications: For each +1 armor, reduce a bonus (requires bonuses), For each -1 armor, reduce a penalty (requires penalty).

  • Improvised Footman Shield: (3/0/1, def: 2/0) –> -2 init, -2 ph, -1 sp, -1 so
  • Improvised Footman Shield: (2/0/1, def: 2/0) –> -1 init, -2 ph, -1 sp, -1 so
  • Improvised Footman Shield: Cannot have an armor bonus

++++

++++Take 20 | In some circumstances, a player may decide to take its time to perform some actions to have a better chance to succeed. In some game mechanics there is the Take 10 / take 20 options.
The base rule is quite simple:
This rule reflects a player that concentrate and focus on an action.
When a player roll the test and thinks that the result is not satisfactory, that means before knowing the success or not, the player can decide to re-roll. Re-rolling cost 2 strain, and the last result replace any previous roll. It also take an additional amount of time equals to the action. The player can repeat the re-roll a number of time up to his Willpower step.

This rule only applies to non-combat situations.
A player can concentrate on most of the talents, skills and attribute based actions that are Standard or Sustained.

In stats:

  • Effect: Re-roll all dices
  • Cost: 2 Strain
  • Limit: Willpower step

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rules_on_trial.txt · Last modified: 2014/02/23 19:37 by chuck
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