MLP Dramatic Systems

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Movement[edit]

Flying[edit]

  • Falling Damage

When a creature, object, or vehicle falls, make an attack roll (ld20+20) against its Fortitude Defense. If the attack succeeds, the subject takes 1d6 points of damage for every 3 meters fallen (to a maximum of 20d6 damage). If the attack fails, the subject only takes half damage. A falling creature also lands prone. Acrobatics: If you are trained in the Acrobatics skill, you can reduce the damage you take from a fall with a successful Acrobatics check. If the check succeeds and you take no damage from the fall, you land on your feet.

Flying Basic Maneuver[edit]

  • Ramming:

When a creature, object, or vehicle ramming a target damage is calculated as follows:

  • Speed (in Squares) (- Speed of the target if the Target is moving away) + Strength Modifier + Size Damage Modifier of the attacker (see below).

Both involved suffer the damage if no special maneuver is reducing the impact

  • Collision:

When a creature, object, or vehicle ramming each other the damage is calculated as follows:

  • Speed of both (in Squares) + Strength Modifier of the opposing + Size Damage Modifier of the opponent(see below).

Both involved suffer the damage if no special maneuver is reducing the impact.

  • Engage:

When the Attacker is just making a normal attack without ramming into each other the damage is calculated as follows:

  • Strength Modifier + Damage of the Natural Weapon or used Weapon

Only the target is suffer the damage.

SizeDamage
Fine1
Diminutive1d2
Tiny1d3
Small1d6
Medium2d6
Large4d6
Huge8d6
Gargantuan12d6
Colossal20d6

COMBAT[edit]

COMBAT SEQUENCE[edit]

Combat takes place in a series of rounds, with each character taking one turn each round. Generally, combat runs in the following way:

Step 1 The Stablemaster determines which characters are aware of their opponents at the start of the battle. If at least some combatants are unaware of their opponents, a surprise round happens, before regular rounds begin. If there is a surprise round, each combatant starts the battle flat-footed. A flat-footed character doesn't add a Dexterity bonus to their Reflex Defense. Once combatants act, they are not longer flat-footed.

Step 2 The combatants who are aware of the opponents can act in the surprise round, so they make an Initiative check. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a single action (a standard action, a move action, or a swift action; no full-round actions allowed) during the surprise round. Combatants who were unaware do not get to act in the surprise round.

Step 3 Combatants who have not yet made an Initiative check do so. All combatants are now ready to begin their first regular round. If all combatants were aware of their opponents when the battle begun, there is no surprise round and this is the first step in the combat sequence. If there is no surprise round, no one starts flat-footed (everypony was alert enough to be ready for an encounter).

Step 4 Combatants act in initiative order.

Step 5 When everypony has had a turn, the combatant with the highest initiative acts again and steps 4 and 5 repeat until combat ends.

THE COMBAT ROUND[edit]

Each round represents 6 seconds in the game world. In the real world, a round is an opportunity for each character involved in a combat to take one or more actions. Anything a person could reasonably do in 6 seconds, your character can do in 1 round. Each round begins with the character with the highest Initiative check result and then proceeds, in descending order, from there. Each round uses the same initiative order. When a character's turn comes up in the initiative sequence, that character performs his entire round's worth of actions. For almost all purposes, there is no relevance to the end of a round or the beginning of a round. The term "round" works like the word "month." A month can mean either a calendar month, or a span of time from a day in one month to the same day the next month. In the same way, a round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative number in the next round. Effects that last a certain number of rounds end just before the same initiative number that they began on.

ACTIONS IN COMBAT[edit]

Every round, on your character's turn, you may take a standard action, a move action, and a swift action (in any order). You may take a move action or a swift action in place of a standard action, but not the other way around. You may also take a swift action in place of a move action, but not the other way around. Finally, you may sacrifice all three of these actions to perform a single full-round action on your turn.

STANDARD ACTION
      I
 MOVE ACTION
      I
 SWIFT ACTION

Standard Action: A standard action is usually the most important action you'll take in a round, and it often consists of some sort of attack - throwing a punch, swinging a lasso, hurling a water balloon, and so on. You can perform one standard action on your turn.

Move Action: A move action represents physical movement. The most common move action is moving your speed. Standing up from a prone position, opening a door, and drawing an object are also move actions. You can perform one move action on your turn, or two if you give up your standard action.

Swift Action: Most swift actions enable you to perform your standard action. Examples include dropping a held item or activating a certain maneuver. You can perform one swift action on your turn, or two if you give up either your standard action or your move action, or three if you give up both your standard action and your move action.

Full-Round Action: A full-round action consumes all of your effort during a given round, effectively replacing all other actions on your turn. Some uses of skills require a full-round action to complete. Examples include bypassing a lock (using the Craft skill), or searching an area for clues (using the Perception skill). A full-round action can't span multiple rounds; for example, you cannot perform a full-round action that replaces your move action and swift action in the first round and your standard action in the following round.

Free Actions and Reactions[edit]

Some actions take such a negligible amount of time that they can be performed in addition to other actions or they can happen out of turn:

Free Action: Free actions consume almost no time or effort, and you may take one or more free actions even when it isn't your turn. Examples include calling out to your friends for help and taunting a foe. The Stablemaster puts reasonable limits on what counts as a free action. Reciting the epic history of the Royal families takes several minutes (or more) and therefore isn't a free action. You can't take free actions when you're flat-footed.

Reaction: A reaction is an instantaneous response to someone else's action, and you can use a reaction even if it is not your turn. Examples of reactions include making a Perception check to notice somepony sneaking up behind you and instantly activating a maneuver to avoid damage from an incoming attack.

COMBAT STATISTICS[edit]

Several fundamental statistics determine how well you do in combat. This section summarizes these statistics.

ATTACK ROLL[edit]

Attacking is a standard action. When you make an attack roll, roll ld20 and add the appropriate modifiers. If your result is equal to or higher than the target's Reflex Defense, you hit and deal damage (see Damage below).

Your attack roll with a melee weapon or unarmed attack is:

1d20 + Melee skill score

Your attack roll with a ranged weapon is:

1d20 + Ranged skill score + range penalty (if any)

Critical Hits[edit]

When you roll a natural 20 on your attack roll, or a harvesting roll (the d20 comes up "20"). the attempt automatically hits, no matter how high the defender's Reflex Defense. In addition, you score a critical hit and deal double damage. All targets are subject to critical hits, even inanimate objects.

Automatic Misses[edit]

When you roll a natural 1 on your attack roll, or a harvesting roll (the d20 comes up "1 "). the attempt automatically misses, no matter how high the bonus on the attack roll is.

DAMAGE[edit]

When you hit with an attack, you deal damage that reduces the enemy's fatigue points.

Unarmed damage, damage with a melee weapon or thrown melee weapon is calculated as follows:

Size modifier or Weapon damage + one-half heroic level (rounded down) + Strength modifier

Damage with a ranged weapon is calculated as follows:

Weapon damage + one-half heroic level (rounded down) 

Weapon Damage: A hit always deals at least 1 point of damage, even if penalties to damage bring the damage result below 1.

One-Half Heroic Level: Weapons are simply more dangerous in the hands of powerful characters.

Strength Modifier: When you hit with a natural attack, a melee weapon or thrown melee weapon, you add your Strength modifier to damage.

DEFENSES[edit]

Your defenses represent your ability to avoid taking damage and overcome attacks against the body and mind. You have four defense scores:

Reflex Defense: 10 + Dexterity modifier + armor bonus or class bonus + natural armor bonus + size modifier

Fortitude Defense: 10 + Constitution modifier + class bonus + equipment bonus

Will Defense: 10 + Wisdom modifier + class bonus

Wits Defense: 10 + Intelligence Modifier + class bonus

Your species, talents, feats, and actions may grant additional bonuses to one or more of these defenses. For example, Buffalos gain a +1 species bonus to Fortitude Defense, while a character with the Improved Defenses feat gains a + 1 bonus to all four defenses.

Reflex Defense[edit]

Your Reflex Defense (Ref) represents how hard you are to hit in combat, and most attacks target a creature's Reflex Defense. If an opponent's attack roll equals or exceeds your Reflex Defense, the attack hits.

Armor Bonus: Your armor bonus is determined by the armor you wear. If you are wearing armor, add your armor bonus to your Reflex Defense instead of your class bonus. This represents the difference between using your innate skill to avoid injury and counting on your armor to absorb the damage from incoming attacks.

Dexterity Modifier: Nimble targets are more difficult to hit than slow ones. Add your Dexterity modifier to your Reflex Defense. If you are flatfooted or unaware of an attack, you lose your Dexterity bonus (but not a penalty) to your Reflex Defense. If you are helpless (for example, knocked unconscious). calculate your Reflex Defense as if you had a Dexterity score of 0 (-S modifier).

Size Modifier: Smaller creatures are harder to hit than bigger ones. Apply the appropriate size modifier to your Reflex Defense (and only your Reflex Defense). Size modifiers are as follows: Colossal, -10; Gargantuan, -5; Huge, -2; Large, -1; Medium, +0; Small, + 1; Tiny, +2; Diminutive, +5; Fine, + 10.

Fortitude Defense[edit]

Your Fortitude Defense (Fort) represents your ability to resist the effects of poison, disease, and severe weather, as well as your ability to ignore effects that would incapacitate a normal being.

Constitution Modifier: Tougher, healthier targets are more difficult to hurt than weaker ones, so you add your Constitution modifier to your Fortitude Defense.

Equipment Bonus: Some kinds of armor provide an equipment bonus to your Fortitude Defense.

Wits Defense[edit]

Your Wits Defense (Wit) represents how quick you are thinking and reacting, and most social attacks target a creature's Wits Defense. If an opponent's attack roll equals or exceeds your Wits Defense, the statement hits.

Intelligence Modifier: Quick-witted targets are more difficult to impress than slow ones. Add your Intelligence modifier to your Wits Defense. If you are flatfooted or unaware of an attack, you lose your Intelligence bonus (but not a penalty) to your Wits Defense.

Will Defense[edit]

Your Will Defense (Wil) represents your ability to resist the effects of stress, some magical effects, or other effects that target your mind.

Wisdom Modifier: Strong-willed characters are harder to influence than weak-willed ones. You add your Wisdom modifier to your Will Defense. When you are unconscious, you have an effective Wisdom score of 0 (-5 modifier).

SPEED[edit]

Your speed tells you how far you can move with a single move action. Your speed depends mostly on your species, although certain kinds of armor can reduce your speed. Some creatures and vehicles have a natural climb, burrow, fly, and/or swim speed in addition to their normal land speed. Any effect that reduces speed affects all of a creature's movement modes unless noted otherwise. Speed is measured in squares. Each square represents 1.5 meters (about 5 feet).

Fly: A creature with a fly speed is capable of flight, but not if it is carrying a heavy load (see Encumbrance).

FATIGUE POINTS AND DAMAGE THRESHOLD[edit]

Fatigue points (sometimes abbreviated "fp") represent two things in the world of Mazes&Mares: The energy to stay active and the ability to turn a serious blow into a graze or near miss. As you become more experienced, your become more adept to divide your energy. Fatigue points are an abstract measure of your personal energy level to avoid serious Hits and maintain your actions.

As long as you have at least 1 Fatigue point, you can act normally on your turn.

Second Lunch

If you are reduced to one-half your maximum Fatigue points or less, you can take a deep breath and take a short break. This action heals one-quarter of your full Fatigue point total (rounded down) in addition with a bonus if you take a small snack to you. You can use Second Lunch only once per day otherwise you have to make a normal break. Certain feats or talents may allow you to use this more often, but never more than once in a single encounter.

o Fatigue Points

A creature reduced to 0 fatigue points it lose the ability to defend it self. Every fatigue loss after 0 automatically move the condition track by one step. If this loss exceeds the appropriate damage threshold instead it moves one persistent step on this condition track, if it exceeds two times the Damage threshold move the condition track one persistent step and one crippling step on the condition Track. If it exceeds three or more times the Damage threshold it is a fatal blow.

Recover Action

You can regain lost fatigue Points by spending a full round to use the recover action, increasing your fatigue points by one for each action. Life points that were thereby obtained can not go beyond your maximum and the recover action cant be used if you have a persistent condition.

Damage Threshold

Attacks that deal massive amounts of fatigue loss or spending to much fatigue in order to use some leaching Maneuvers can hurt you. Your damage threshold determines how much fatigue you have to loose in one action to get injured. Your damage thresholds is calculated as follows:

Physical Damage threshold = Fortitude Defense + size modifier + Feats or Talents
Mental Damage threshold   = Will Defense + Feats or Talents


Size Modifier on Damage threshold:

Some Creatures or vehicles larger than Medium size gain a size bonus to their damage threshold. This size bonus is +5 for Large, + 10 for Huge, +20 for Gargantuan, and +50 for Colossal.

When a attacks made against you or spending to much fatigue in order to use some leaching Maneuvers deals fatigue loss that equals or exceeds your damage threshold you move -1 step along the condition track (see Conditions, page xxx).

Objects, Plants, and Vehicles: A object, plant, or vehicle moved to "helpless" physical condition is destroyed.

Falling Unconscious:

A creature pushed to the bottom of the condition track (see Conditions, page xxx) falls unconscious. When you fall unconscious, you fall prone and are unable to take any actions. After 1 minute (10 rounds)' you make a DC 10 Constitution check. On a success, you move + 1 step on the condition track, regain consciousness, and can act normally on your next turn (although you start prone). If the check fails, you remain unconscious for 1 sceen, after which you can attempt another Constitution check. You make a new Constitution check every sceen until you regain consciousness.

You can't take 10 on the Constitution check.

If you fail a Constitution check to regain consciousness, one condition becomes persistent (see page xxx). which means that you can't heal it naturally until you've had surgery performed on you or until you get some other forms of treatment. A character or creature that receives any kind of healing while unconscious immediately revives and can get up to fight again (but starts prone); the healed character or creature has a number of hit points equal to the amount of healing it received, and it moves + 1 step on the condition track.

Death

A character or creature that dies cannot be brought back to life except under special circumstances (see the revivify ability of the Heal skill, page xxx). Similarly, a destroyed object, or vehicle cannot be repaired.

Natural Healing

A living creature that gets eight consecutive, uninterrupted hours of rest regains all fatigue Points and recover the complete condition track. A living creature cannot heal naturally if it has any persistent conditions (see page xxx), and a creature can only benefit from natural healing once in a 24-hour period.

Condition

Certain debilitating effects reduce one's physical or mental effectiveness instead of one's fatigue points. Examples include a stunning spell, a paralyzing venom, stress, or long-term exposure to extreme temperatures. Multiple conditions have cumulative effects and can quickly drive a creature from its normal state to unconsciousness. Physically debilitating effects are usually made against the target's Fortitude Defense, while mentally debilitating attacks target one's Will Defense. Either type of effect pushes the target along the appropriate track.

The Condition Track

A creature, object, or vehicle not affected by any conditions is assumed to be in a "normal state," which represents one end of the condition track. Each effect to which it succumbs moves it one or more steps along the condition track. A creature pushed to the last step on any condition track falls unconscious (see Falling Unconscious, above). A plant, object, or vehicle pushed to the last step on the condition track then it is destroyed. When a device is pushed down the condition track, apply the indicated penalty on skill checks to any skill check made using the device. When a vehicle is pushed down the condition track, all of the vehicle's occupants suffer the same penalties as the vehicle itself. Penalties imposed by multiple condition tracks are cumulative; in other words, a vehicle's occupants suffer the effects of their own personal condition tracks in addition to the effects of the vehicle's condition track.

Removing Conditions

You can improve your condition after each scene, moving + 1 step along each of your condition tracks. You can moving the condions one addition stepp if you have spent the whole scene with resting. Resting for eight consecutive, uninterrupted hours usually removes all debilitating conditions afflicting a creature and returns it to its normal state. Some causes of debilitation, such as injuries, poison and hunger, may prevent a creature from improving its condition or returning to its normal state until the cause of the debilitation is treated (see Persistent Conditions, below).

Persistent Conditions

Some very strong attacks or hazards or maneuver result in a persistent condition that cannot be removed except by some type of treatment. Any time a condition is persistent, you cannot use the recover action (see page xxx) to regain fatigue points, and you do not regain any fatigue points from natural healing. However, once a persistent condition is removed, you can move up the condition track and heal normally. Persistent conditions do not prevent you from moving up the condition track by means other than the recover action or resting for 8 hours. For example, an unconscious creature that fails its first Constitution check has a persistent condition from its injuries, but it still moves + 1 step on the condition track when it makes a successful Constitution check to regain consciousness.

INITIATIVE[edit]

In every round during a dramatic scene, each of the involved gets to do something. The Initiative checks determine the order in which everpony act, from highest to lowest.

INITIATIVE CHECKS[edit]

At the start of a dramatic scene, each player makes an Initiative skill check for his character. (A character can make an Initiative check untrained.) The Stablemaster rolls Initiative checks for the non player characters. All involved act in order, from the highest Initiative check result to the lowest. A character's initiative count remains the same for all rounds of the combat unless a character takes an action that causes her place in the initiative order to change (see Special Initiative Actions, page xxx). The Stablemaster should write the names of the characters on a piece of scrap paper in initiative order. That way, in subsequent rounds the stablemaster can move quickly from one character to the next. If two characters involved have the same Initiative check result, the character with the highest Initiative check modifier acts first. If there is still a tie, roll a die. To save time, the stablemaster can make a single Initiative check for all of his non player character, rolling 1d20 and adding the lowest Initiative check modifier in the group. That way, each player gets a turn each round and the stablemaster also gets one turn. At the stablemaster's option, however, he can make separate Initiative checks for different groups of non player characters or even for individual NPCs.

JOINING A DRAMATIC SCENE[edit]

If characters enter a dramatic scene after it has begun, they make their Initiative check at that time and act whenever their turn comes up in the existing order.

FLAT-FOOTED[edit]

In any dramatic scene that begins with a surprise round (see Surprise, below)' you start the scene flat-footed. You remain flat-footed until your first regular turn in the initiative order. You can't apply your Dexterity bonus (if any) to your Reflex Defense while flat-footed.

SURPRISE[edit]

When a dramatic scene starts, if you are not aware of some hidden non player character but they are aware of you, you're surprised. If you know about the non player character but they don't know about you, you surprise them.

AWARENESS AND SURPRISE[edit]

Sometimes all the characters in a dramatic scene on a side are aware of all other characters; sometimes none are; sometimes only some of them are. Sometimes a few characters on each side are aware and the others are unaware.

Determining Awareness The stablemaster determines who is aware of whom at the start of a dramatic scene. She may call for Perception checks to see how aware the characters are of all other involved. Some example situations:

• The adventure group enters a seedy pub and immediately spots a some wanted criminals. Alert and watchful, the criminals also notice the heroes. Both sides are aware; neither is surprised. The heroes and the criminals make Initiative checks, and a dramatic scene begins.

• While exploring an abandoned cave, the heroes are being watched by a pack of Diamond dogs. The Diamond Dogs lurk in hiding places, waiting for the right time to strike and defend their treasures from the intruders. Cyra spots one of the Diamond Dogs as he tries to sneak behind a big stalagmite. The Diamond Dogs are startle and leap from their hiding places, surrounding the pony's. The Diamond Dogs and Cyra each get to act during the surprise round. The other characters, caught unaware, can't act. After the surprise round, the first regular round of the dramatic scene begins.

The Surprise Round If some but not all of the characters are aware of the other involved, a surprise round happens before regular rounds begin. The characters who are aware of the other involved can act in the surprise round, so they make Initiative checks. In initiative order (highest to lowest). characters who started the dramatic scene aware of the other involved each take a single action-a standard action, a move action, or a swift action-during the surprise round. If no one is surprised, a surprise round doesn't occur.

=Unaware Characters Characters who are unaware at the start of the dramatic scene do not get to act in the surprise round. Unaware characters are flatfooted because they have not acted yet, so they do not apply their Dexterity bonus (if any) to their Reflex Defense.

TYPES OF ACTIONS[edit]

The fundamental actions of moving and attacking cover most of what you want to do in a battle. They're all described here and summarized in the Table: Actions in a dramatic scene.

STANDARD ACTIONS[edit]

A standard action is usually the most important action you'll take in a round. You can perform one standard action in a given round i a dramatic scene. A standard action could be anyone of the following:

Melee or Harvest Rolls When using the Melee skill or Harvesting skill with the corresponding profession, you can affect a square you can threaten. Small and Medium characters threaten the squares adjacent to them. Bigger creatures or characers may threaten a larger number of squares, as defined by their reach (see Reach, page xxx).

Ranged or appropriate Athletic rolls With a ranged or Athletics roll, for example most Ball sports, you can throw or shoot at any target within your line of sight. A target is in line of sight if there are no obstructions (including other characters) between you and the target. The maximum range of a ranged roll depends on the equipment used. A ranged roll can affect a target at point blank, short, medium, or long range. If you make a ranged roll against a target within the point blank range, you take no penalty on the roll; your penalty on the rolls increases to -2 at short range, -5 at medium range, and -10 at long range.

Improvised Thrown Objects Sometimes objects not crafted to be thrown: small rocks, vases, pitchers, and so forth. Because these objects are not designed for such use, characters who use improvised throwing objects take a -5 penalty on their rolls. The Stablemaster determines the size and fatigue loss dealt by an improvised throwing object.

Aid Another As a standard action, you can aid an ally's next skill check.

Aiding a Skill Check or Ability Check You can help another character achieve success on her skill check or ability check by making the same kind of skill check or ability check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gains a +2 bonus on her check. You can't take 10 on a skill check or ability check to aid another.

Distraction You can distract or interfere with any skill check, making the effort more difficult. Select the target and make an appropriate skill or ability check against 10. If you succeed, the target takes a -2 penalty on its next skill roll.

Harvest You can Harvest to gather profession-related resources. To harvest basic resources you have to make a profession check against 10 or the Reflex Defense of the target if applicable. Every 5 points over the base DC you get +1 on the following Harvest roll. The Harvest roll is handled as a damage roll and a critical success on the previous Profession roll double the outcome on the Harvest roll. The result can be reduced by Damage Reduction. For each point exceeding the difficulty you get the same amount of the corresponding resource. If the result is greater than the Damage Threshold of the target (if applicable) the target move one step down on the condition Track.

Destructive Harvest There are two types of Destructive Harvest. Sometimes you want to break an object such as a door or a evil artifact, otherwise, you might just want to break or cut down something to harvest some materials for example Wood or Stone. An unattended, immobile object has a Reflex Defense of 5 + its size modifier; an unattended, moving object has a Reflex Defense of 10 + its size modifier. If you hit with an fierce maneuver or weapon, you deal structure loss. If the cumulated structure loss reach the damage threshold the object moves on the condition track just as if he had received enough fatigue loss from one blow to reach the damage threshold. However, an object usually has damage reduction (DR), which means that anything that hits it has its damage reduced by the indicated amount. In both cases you are harvesting Material but if you just breaking something the harvested material has the quality level rubble. If an object reduced to helpless condition with destructive harvest it is destroyed and no further materials can be harvested from it.

Held, Carried, or Worn Objects: A held, carried, or worn object is much harder to hit than an unattended object and has a Reflex Defense equal to 10 + the object's size modifier + the Reflex Defense of the holder (not counting armor bonus or natural armor bonus, if any).

Multipart Objects: Very large objects can have separate hit point totals for different sections. For example, you can break the window of an house without destroying the whole house.

The Right Tool for the Job: The Stablemaster may determine that certain tool just can't deal damage effectively to certain objects. For example, you will have a hard time breaking open a door with a scissor or cutting a rope with a crowbar. The Stablemaster may also rule that certain tools are especially successful against some objects. For example, it's easy to ignite a curtain with a torch.

Strength: All objects have a Strength score that represents their innate ability to bear weight (see Encumbrance, page xxx). An object supporting weight in excess of its heavy load moves -1 step along the condition track immediately and another -1 step each round on the same initiative count. If an object is supporting weight in excess of twice its heavy load, it is immediately disabled.

Breaking an Object When you try to break something with sudden force rather than by dealing regular damage, use a Strength + Physical Base Bonus check to determine whether you succeed. The DC depends more on the construction of the item than on the material (see Table: Statistics for Objects). but it is usually equal to 15 + the object's Strength modifier. Attempting to break an object is a standard action. If the object has moved steps down the condition track, apply the condition penalty to the object's break DC.

Grab As a standard action, you can make a grab attempt. A grab attempt is treated as an unarmed melee roll except that it doesn't deal fatigue loss and you take a -5 penalty in adition to the non-dexterous malus on the attack roll. You can only grab an target up to one size category larger than yourself, and only one target at a time. Until it breaks the grab, a grabbed creature takes a -2 penalty on all skill rolls. Additionally, it cannot move until it breaks the grab. Breaking the grab is a standard action and automatically clears one grabber per character level. (The grabbed creature chooses which grabbers it clears if there are any left over.)

MOVE ACTIONS[edit]

A move action represents physical movement. The most common move action is moving your speed. You can usually perform one move action on your turn, or two if you give up your standard action. With the exception of specific movement-related skills and maneuver, most move actions don't require skill checks. In some cases ability checks might be required.

Move actions include the following:

Move You can move up to your speed as a move action. Even moving 1 square is considered a move action. Nonstandard modes of movement are also covered by this type of action, including climbing and driving a vehicle.

Draw or Holster Object Drawing or holstering an object is a move action.

Quick Draw:If you have the Quick Draw feat (page xxx), you can draw or holster a object as a swift action instead of a move action.

Manipulate an Item Manipulating an item includes picking up an item, prepare spell components, opening a door, or moving a heavy object.

Retrieve a Stored Item: Retrieving an item out of a saddlebags, carrying case, or other closed container requires two move actions, one to open the container and one to get the item. Scroll case or utility belts are not considered to be closed containers for this purpose.

Stand Up Standing up from a prone position requires a move action.

SWIFT ACTIONS[edit]

Things that require very little time or effort can be accomplished with a swift action. Some actions, feats, and talents require one or more swift actions to perform. You normally get one swift action per round, but you can take a second swift action instead of a standard action or move action, and you can take three swift actions in a round if you give up both your standard action and move action. Multiple swift actions usually have to occur on the same round or consecutive rounds, and some actions require that the multiple swift actions be consecutive (that is, no other action interrupts them). This is noted in the action's description.

Swift actions include the following:

Activate an Item

A swift action allows you to activate an item. Turn on a sewing machine, fire up a stove, and lighting a lantern are all examples of activating an item.

Catch a Second Lunch without Food (Second Wind)

As a swift action, you can catch a second Lunch (see Second Lunch, page xxx). You can only catch a second Lunch once per day. Only heroic characters and creatures can catch a second lunch; objects, plants, and vehicles cannot.

Extra Second Lunch: This feat (described on page xxx) allows a character to catch a second lunch one extra time per day (but never more than once in a single sceene).

Drop an Item

Dropping an item is a swift action (but picking one up is a move action). You can drop an item so that it falls on the ground in your square or lands in an adjacent square.

Fall Prone

Falling into a prone position requires a swift action.

Recover

You can spend three swift actions in the same round or across consecutive rounds to regain one fatigue point. You cannot use the recover action while affected by a persistent condition (see Persistent Conditions, page xxx) or if you are ia an dramatic scene.

FULL-ROUND ACTIONS[edit]

A full-round action consumes all of your effort during a given round, effectively replacing all other actions on your turn. A full-round action can't span multiple rounds; for example, you cannot perform a full-round action that replaces your move action and swift action in the first round and your standard action in the following round.

Full-round actions include the following:

Run You can run as a full-round action, moving up to four times your speed in a straight line (or three times your speed in a straight line if wearing heavy armor or Refined Garment or carrying a heavy load). See the Endurance skill (page xxx) for running rules.

Catch a Second Lunch with Food You can increase the effect if you are in fact eating food while using your second Lunch and using a full Round action to consume it. The additional fatigue Regeneration is listed in the Chapter Goods & Services (see page xxx)


CONCEALMENT[edit]

Concealment encompasses all circumstances where nothing physically blocks the way but where something interferes with the accuracy. An action that would normally works fine might actually fail because the target has concealment. A target might gain concealment from fog, smoke, poor lighting, tall grass, foliage, or other effects that make it difficult to pinpoint the target's location. To determine whether your target has concealment from your ranged skill check, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment. When making a skill check on an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment (such as a cloud of smoke). If using a skill check on a target with concealment, you take a -2 penalty on your roll. Multiple sources of concealment (such as the target is in a fog at night, with no illumination) do not apply additional penalties. If you attempt to notice a target with concealment, you take a -5 penalty on your Perception check.

Ignoring Concealment: Concealment isn't always effective. For instance, some spells, talents or natural abilities may ignores some specific types of concealment for example darkness.

Total Concealment If you have line of effect to a target but not line of sight (for instance, if he is in total darkness or if you're blinded)' he is considered to have total concealment from you. You are unable to use sight based skills checks or maneuver on an opponent that has total concealment, though you can try to affect the square that you think he occupies. If you do so, you take a -5 penalty on your skill check. If you attempt to notice a target with total concealment, you take a -10 penalty on your Perception check.

COVER[edit]

Creatures and terrain features can provide cover against hazards and some skill uses for example Ranged or Athletics. A creature with cover gains a +2 cover bonus to its Reflex Defense, no matter how many creatures and terrain features are between it and the source of the opposed skill check. Terrain features that provide cover include trees, walls, vehicles, and cargo crates. To determine whether an someone has cover, choose a corner of starting square where the skill roll is performed. If any line from this corner to any corner of the target's square passes through a barrier or any square occupied by a creature, the target has cover. The target does not have cover if the line runs along or touches the edge of a wall or other square that would otherwise provide cover. Somepony adjacent never has cover.

Big Creatures and Cover: Any creature with a using space larger than 1 square determines cover against incoming skill rolls slightly differently than smaller creatures. Such a creature can choose any square that it occupies to determine whether an opponent has cover against its skill rolls. Similarly, when making a skill roll against such a creature, you can pick any of the squares it occupies to determine whether it has cover against you.

Cover and Stealth Checks: You can use cover to make a Stealth check. Without cover, you usually need concealment (see above) to make a Stealth check.

Low Objects and Cover: Low objects provide cover to creatures in those squares. However, yo can ignore low objects in your own fighting space and adjacent squares. Low objects in the your space and in adjacent squares don't provide cover.

Improved Cover In some cases, cover may provide a greater bonus to Reflex Defense. For instance, a character peering around a corner or through a narrow aperture has even better cover than a character standing behind a low wall or a cart. In such situations, double the normal cover bonus to Reflex Defense. (+ 4 instead of +2). A creature with improved cover takes no damage from area hazards or spells that fail to hit its Reflex Defense. Furthermore, improved cover provides a +2 bonus on Stealth checks. The Stablemaster may impose other penalties or restrictions to skill rolls depending on the details of the cover.

Total Cover If you don't have line of effect to your target (for instance, if he is completely behind a high wall), he is considered to have total cover from you. You can't make an physical skill check against a target that has total cover.

DAMAGE REDUCTION (DR)[edit]

A creature or object with damage reduction (DR) ignores a certain amount of fatigue loss from a Physical or Mental source depending on the type of the damage reduction. The amount of fatigue loss it ignores is always indicated; for example, an object with DR 10 ignores the first 10 points of fatigue from each source of damage.

Damage reduction is sometimes bypassed by one or more specific damage types (noted after the DR value). For example, a creature with DR 5(phy.)/magic ignores 5 points of damage from any source except damage from spells or enchanted objects(such as from a arcane blast). Similarly, a creature with DR 10 (phy.)/piercing or slashing ignores 10 points of fatigue loss from any physical source except one that deals piercing or slashing damage. Certain talents or maneuver/spells grant damage reduction. When a character with multiple types of damage reduction takes fatigue loss, use whichever damage reduction value most benefits the character, based on the type of damage. For example, if a character with DR 1 and DR lO(phy.)/magic is struck by a arcane blast, it's better for the character to apply his DR 1(phy.) against the attack (since DR 10(phy.)/magic is bypassed by spells).

DIAGONAL MOVEMENT[edit]

Moving diagonally costs double. When moving or counting along a diagonal path, each diagonal counts as 2 squares. If a character moves diagonally through low objects or difficult terrain, the cost of movement doubles twice (that is, each square counts as 4 squares). A character can't move diagonally past the corner or end of a wall that extends to a grid corner.

DIFFICULT TERRAIN[edit]

Broken ground, muddy ground, and similar obstacles are collectively referred to as difficult terrain. It costs twice as much to move into a square containing difficult terrain. Creatures of Large size and bigger must pay the extra cost for moving across difficult terrain if any part of their ocupied squares moves into such a space. Difficult terrain does not block line of sight or provide cover.

ENCUMBRANCE AND SPEED[edit]

Wearing medium or heavy armor or Refined or Exclusive Garderobe or carrying a heavy load reduces your character's speed to three-quarters normal (4 squares if your base speed is 6 squares, or 3 squares if your base speed is 4 squares). While wearing heavy armor, Exclusive Garderobe or carrying a heavy load, you can only run at triple your speed. A character with a fly speed cannot fly while carrying a heavy load.

OCCUPIED SPACE[edit]

The squares that a creature using on the map are collectively referred to as its occupied space. Small and Medium creatures (including most characters) using 1 square of space. Large creatures using 4 squares of space (2 squares on a side). Huge creatures using 9 square of space (3 squares on a side). Gargantuan and Colossal creatures using a much larger occupied spaces.

HELPLESS CONDITION[edit]

If somepony is bound, sleeping, unconscious or on the botom of the condition track she ist treat as helpless. Most physical action against a helpless target, exept for ranged maneuver, gains a +2 bonus on the roll (equivalent to attacking a prone target). In addition, somepony who is helpless can't add its Dexterity bonus (if any) to its Reflex Defense. In fact, its Dexterity score is treated as if it were 0, so its Dexterity modifier to Reflex Defense is -5. Most Mental skill rolls agains a Helples target are pointless if the target ist unconscious.

LINE OF SIGHT[edit]

A character can target everything he can see, which is to say, line of sight. Draw an imaginary line from any point in the actors occupied space to any point in the target's occupied square. If the player who controls the acting character can draw that line without touching a square that provides total cover (a wall, closed door, or similar barrier) or total concealment (thick smoke, total darkness, or anything else that prevents visibility), that character has line of sight to the target. A line that nicks a corner or runs along a wall does not provide line of sight. Other characters and creatures, low objects, difficult terrain, and pits do not block line of sight.

Line of Effect: Line of effect works just like line of sight, but it ignores squares that provide total concealment. For example, a character who is blind or in total darkness doesn't have line of sight to any target, but that character has line of effect to any target that doesn't have total cover.

MOVING THROUGH OCCUPIED SQUARES[edit]

Sometimes you can pass through an occupied square.

Ally: You can move through a square occupied by any character or creature, that doesn't consider you an enemy.

Unconscious or Helpless Hostile creature: You can move through a square occupied by an motionless hostile creature that doesn't present an obstacle, such as one who helpless.

Much Larger or Smaller Hostile creatures: Any character can move through a space occupied by an enemy three or more size categories larger or smaller than the moving character.

PRONE TARGETS[edit]

Various maneuver, talents, feats, and spells can knock a character prone. A prone character takes a -2 penalty on some physical skill rolls such as melee or athletics. Some physical skill rolls made from an adjacted square against a prone character gain a +2 bonus, while physical distant skill rolls made against a prone character take a -2 penalty. Being prone may also give a character total cover instead of normal cover (for example, being prone behind a low wall), subject to the Stablemaster's discretion.

REACH[edit]

A creature's reach determines the distance it can reach when making physical skill Checks or maneuver in in melee range. Small and Medium characters have a reach of 1 square, which means they can make skill Checks or maneuver only against targets in adjacent squares. Larger creatures tend to have a greater reach.

Bigger Creatures: A creature with greater-than-normal reach (more than 1 square) can still affect targets directly next to it.

Smaller Creatures: A Fine, Diminutive, or Tiny creature must be in the same space to affect targets. You can make physical skill Checks or maneuver into your own space if you need to with a corresponding roll (but not a ranged attempts), so you can affect very small opponents normally.

RANGED MANEUVER INTO A MELEE[edit]

If you using a ranged maneuver at somepony that is adjacent to one or more non targets, you take a -2 penalty on your attack roll. This penalty accounts for the fact that you're trying not to hit allies or some bystanders.

Precise Shot: If you have the Precise Shot feat (page xxx), you don't take this penalty.

SPECIAL INITIATIVE ACTIONS[edit]

Usually you act as soon as you can in a dramatic scene, but sometimes you want to act later, at a better time, or in response to the actions of someone else.

Delay By choosing to delay, you take no action when your turn in the initiative order arrives. Instead, you act normally at whatever later initiative point you decide to act. When you delay, you voluntarily reduce your own initiative count for the rest of the encounter. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act at that time, thus fixing your new initiative result at that point. Delaying is useful if you need to see what going on before you deciding what is to do. The price you pay is lost initiative. You never get back the time you spend waiting to see what's going to happen.

Multiple Characters Delaying: If multiple characters delay their actions, the one with the highest Initiative check modifier has the advantage. If two or more delaying characters both want to act on the same initiative count the one with the highest Initiative check modifier gets to go first.

Ready Readying lets you prepare to take an action later, after your turn is over but before your next turn has begun. You can ready a single standard action or move action. To do so, specify the standard action or move you will take and the circumstances under which you will take it. Then, any time before your next turn, you may take the readied action in response to those circumstances (assuming they occur).

Initiative Consequences of Readying: The count on which you took your readied action becomes your new initiative result. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). lf you take your readied action in the next round, before your regular action, your initiative rises to that new point in the order of the dramatic scene, and you do not get your regular action in that round.

SQUEEZING[edit]

Creatures of Large size and bigger can squeeze through small openings and down narrow hallways that are at least half as wide as their occupied space, provided they end their movement in an area that they can normally occupy. Creatures of Large size or bigger cannot squeeze past hostile characters.

NATURAL ATTACKS[edit]

Attack to damage with bucks, ramming or horn charge is essentially like attacking with a melee weapon. The difference is that most natural attacks don't deal fierce damage (execpt for fangs, claws or some horn attacks). A Medium character normally deals ld6 points fatigue loss (plus Strength modifier) with a successful unarmed attack; a Small character deals ld4 points of fatigue loss (plus Strength modifier). Certain talents, feats, or special abilities may increase the damage a character deals with his unarmed attacks.


SOCIAL SYSTEMS[edit]

SOCIAL STATUS[edit]

The social status indicates how generally regarded the pony or zebra or Dragon... (...or whatever) in general is. This depends on the experience and from the individual charisma. In addition there are some Talents and Feats which affect the social status. Of course it is clear that for example a buffalo who interacts with people not having the same status as a Pony, or in his home town a well-respected Farmer in the High Society in Canterlot where no one knows him. Therefore, in the table below a list of all modifications to the social status depending on the situation. If a modification is not listed decides the stable master what is appropriate.


SituationModifier
Stranger on this Location-5
Just a few know you here-2
At an event where you do not familiar with the subject (skill rank < 5)-2
At an event in which one familiar with the subject (skill rank 5-10)+2
At an event in which one knows very well with the subject (skill rank > 11)+5
Member of a race that is unknown or deemed to be dangerous-10
Member of a in this region otherwise not occurring race-5
No member of the prevailing race on this location (for Example a unicorn in Cloudsdale)-2
VIP or Super VIPsee talents

USING SOCIAL STATUS[edit]

The social status can be used in several ways as it brings various privileges with it to be in a higher status. For example, if a offensive Social Maneuver is performed against someone is this depending on the difference of the social status easier or more difficult. Some Maneuver can not be used against someone standing higher in the social status. But also for visiting Events the Social status is important because you are not welcome to such events without the expected status. This factor is known as "social Access Rating", and depends on social status.

Diference im social statusDifficulty on maneuver
Same social status0
Target has higher social status-2
Target has higher social status by 5 or more-4
Target has higher social status by 10 or more-6
Target has lower social status+2
Target has lower social status by 5 or more+4
Target has lower social status by 5 or more+6

SOCIAL ACCESS RATING[edit]

In contrast to the Social Rating the Social Access rating has no direct impact on Social Maneuvers. Social Access Rating is calculated using the social rating and any bonuses due to fine clothing. In addition, there are a few additional modifications such as an invite or not be invited.

Normalerweise kann davon ausgegangen werden das wen jemand keine Einladung besitzt er auf einem Event auch nicht willkommen ist wohingegen eigentlich jeder mit einer entsprechenden Einladung auch auf ein Event gelassen wird sofern es keinen vorgeschriebenen Dresscode gibt. Jedoch wenn das Social Access Rating niedriger ist wie das Event Access Rating fühlt man sich normalerweise auf einer entsprechenden Veranstaltung nicht wohl. Dieses stellt sich in sofern da das eine Aura of Discord erzeugt wird die entsprechend der Tabelle Discord Punkte Erzeugt bis sämtliche Harmony Punkte verschwunden sind und nur noch ein Discord Punkt übrig ist. Zusätzlich ist das zu niedrige Social Access Rating ein Argument das gegen einen benutzt werden kann von jemanden der ein ausreichend hohes Social access Rating besitzt. Ein erhöhtes Social Access Rating kann als Kompliment für ein Harmonisches Maneuver benutzt werden und erzeugt eine Stufe 1 Aura of Harmony.

Influencing effectAuswirkung auf Social Access Rating
Einladung+5
Keine Einladung-5
Kennt den Gastgeber oder Veranstalter+2
Kennt die meisten der anwesenden+2
Angemessene Gadrobe+2
Unangemessene Gadrobe-4

SOCIAL EVENTS[edit]

Das Social Event ist nicht automatisch mit großen anlässen oder einer Gala gleichtzusetzen, vielmehr ist jedes organisierte Soziale zusammentreffen auch ein Social Event,zum beispiel ein Picknick oder Straßenfest. Das erstellen des Social Event Rating wird anhand des Social Rating des Veranstalter festgelegt. Das Maximal mögliche Social Event Rating kann das Social Rating des Organisierenden nicht übersteigen und normalerweise auch nicht niedriger sein wie die abgerundete hälfte des Social Ratings. Dieses Rating kann ansteigen durch VIP und Super VIP Gästen. Normalerweise ist es für ein Event angenehmer wenn das Rating möglichst niedrig ist, jedoch gibt es auch Vorteile die durch ein hohes Rating entstehen. Als erstes währe das temporäre ansteigen des Social Ratings zu erwähnen. Bei jedem besuchten Event das mindesten soviel Event Rating hat wie das eigene Social Rating plus den Bonus aus zuvor besuchten Events erhält man einen Temporären Boost auf den Social Status, natürlich nur für die jeweiligen Geselschaft, die Hight Socity in Chanterlot interesiert es normalerweise nicht besonderst das man regelmäsig zu Kochwetbewerben geht. Das Keyword des Bonus ist hier die entsprechende ausrichtung in der dieser zählt. Das problem ist nur das dieser Bonus mit der Zeit wieder verschwindet und der Bonus Maximal so hoch sein kan wie die hälfte des unmodifizierten Social Status. Der Bonus veringert sich um einen Punkt pro Woche in der kein entsprechendes Event besucht wurde. Der zweite Vorteil ergibt sich dadurch das ein Event mit entsprechendem Event Rating von entsprechende Persönlichkeiten besucht wird. Dieses wirkt sich dadurch aus das ein challenge rating in höhe des Event Rating besteht. Der Spielleiter solte darum schauen das ein entsprechendes Event auch die entsprechenden Herausforderungen und gelegenheiten bietet. Selbstverständlich gilt ein entsprechendes Challenge erst dan als erfüllt wenn die entsprechende Zielsetzung mit der man zu dem Event gegangen ist erfült wurde. Je nachdem wie anspruchsvoll oder anspruchlos diese ist wird das Challenge Rating zusätzlich modifiziert. Dieses hängt von vielen Faktoren ab wie z.B. persönliche Handicaps, Ablenkungen , u.s.w. weswegen es schwierig ist eine allgemein gültige Formel zu finden. Der Spielleiter solte hier den entsprechenden Faktor bestimmen.

Unterschied Social Access Rating zu Event RatingAura of Harmony/DiscordGröße von Argument
21 and more1 Harmony punkt pro EncounterLarge
15 bis 201 Harmony punkt alle 2 Encounter und am EndeMedium
6 bis 101 Harmony punkt am Anfang und am EndeSmall
1 bis 51 Harmony punkt am EndeTiny
-1 bis -51 Discord punkt am EndeTiny
-6 bis -101 Discord punkt am Anfang und am EndeSmall
-15 bis -201 Discord punkt alle 2 Encounter und am EndeMedium
-21 and less1 Discord punkt pro EncounterLarge

STATEMENTS[edit]

Der begriff Statement wird benutzt um in einer Diskusion die Stärke eines Sozialen Maneuvers zu bestimmen. Dieses wird ereicht indem einem Statment eine größe zugeordnet wird. Durch die größe kann später bestimmt werden wieviel Fatigue Verlust oder Regeneration durch das entsprechende Maneuver bewirkt wird. Ein Statment verliert für jedesmahl wo es benutzt wird eine größen stufe. Ein Statement verursacht übrigens nur dann Fatigue Verlust wenn das ziel das Argument nicht akzeptieren will. Ein Argument das so angenommen und wenn entsprechend dem Argument weiter gehandelt wird verurascht ein Statement auch keinen Fatigue verlust. Es ist möglich ein Argument unter vorbehalt zu akzeptieren jedoch wird in diesem Fall noch die hälfte an Fatigue Verlust verursacht solte sich herausstellen das der Zweifel unbegründet war.

  • Statements:

The scale of a statement is determined by the stable master. As a guideline is to say that the better statement is the larger is the size and the effect it has in a social maneuver.

Statement SizeDamageExample
Fine1wordless, questioning stare
Diminutive1d2You do it, I'm lazy
Tiny1d3I'm not doing it...
Small1d6You do it, I'm busy
Medium2d6You do it, it's usually your job
Large4d6You promised to do it
Huge8d6You have sworn to do it
Gargantuan12d6Lives depend on, that you're doing this
Colossal20d6We will all die if you won't do that
  • Social Status:

Social Status is calculated by Reputation + Charisma modifier. Some Talents may affect the Social Status too. In addition a Character can gain temporary Social Status (universal or related) but it fades away (Stablemaster decision in what rate its fade away). The most common way to gain temporary Social Status is the visit of Social Events.

  • Related Social Status:

A character can use special knowledge to use a greater Social Status when visiting related Events or when she is discuss a related topic. If the Character is trained in Knowledge (Related to topic) she can use a +2 on Social Status, if she as also an Skill Focus on this skill the Bonus is increased to +4.

  • Creating a Lie:

A Character is able to create an fake statement by using the Deception Skill. To create a Lie you make a check on the Deception skill against a opposed Empathy check of the target of the Lie. If more than one Target is affected the Empathy check is made by the Character with the highest Empathy total. The difficulty is modified by the Size of the Deception (see Table below). If the Check fails the Lie can be used as a one Size bigger statement against the liar (maximum Huge Size as long as the Lie is not perilous). Normally when your Lie is noticed the attitude of your target is reduced by one step. If the Deception was with good intentions or a white lie, the Size of the statement is one step lesser and the attitude is not changing. A Lie can be used in every Social maneuver instead of a real statement.

Deception SizeDificulty Modification
Tiny-10
Small-5
Medium0
Large+5
Huge+10
Gargantuan+15
Colossal+20

Social Basic Maneuver[edit]

  • Dispute:

When someone have a aggressive debate, the Effect is as follows:

Stablemaster listens to all sides and decide the size of the arguments. All involved roll a social attack roll against the cunning Defense of the Target. If the arguments exceed the defense the Damage is calculated as normal to all targets. (Charisma Modifier + Size)

Note: If the Damage exceed the Mental Damage Threshold the Mental Condition track and the attitude go down one Stepp. If the attitude go to "Unfriendly" or below the debate ends normaly at this Point (maybe they will continue physically...)

  • Conversation:

When someone have a friendly debate, the Effect is as follows:

Stablemaster listens to all sides and decide the size of the arguments. All involved roll a social attack roll against the cunning Defense of the Target. If both arguments exceed the defense the Damage is calculated as normal and the lower result is subtracted from the Argument with the better result. No Damage is dealt by this but if the Damage exceed the Mental Damage Threshold the opposit argument will be reduced by one size Level. If the argument size drop to zero the used argument is not usable again.

  • Blocking:

The Blocking Basic Maneuver is very simple, it just a withdraw from the discussion. The System is as follows:

For every Social Maneuver the Wits Defense is increased by +5 but you can not use any Argument of any size.