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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.  
 
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.  
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An object, plant, or vehicle is always on 0 fatigue points when it comes to break it. However a objects only move on the condition track if it is recieving persistent damage (or cripling damage or a fatal blow of course). Some special cases exist like harvestable plants but for breaking these the rules are the same. This means that if a harvestable plant receives higher damage than its damage threshold during a harvest roll it moves one persistent step on the condition track.
  
 
'''Recover Action'''
 
'''Recover Action'''
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'''Destructive Harvest'''
 
'''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.
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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 Fatigue loss just like a standard harvest roll. This is an exception from the rule that objects don't suffer Fatigue loss. If the cumulated fatigue 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).
 
'''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).
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'''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.
 
'''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'''
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Charge
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.
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As a standard action, you can move your speed (minimum 2 squares) in a straight line through unobstructed terrain, and then make a melee attack at the end of your movement. You gain a +2 bonus on your attack roll and take a -2 penalty to your Reflex Defense until the start of your next turn. You cannot charge through low objects, difficult terrain, or squares occupied by enemies, but allies do not hinder your charge.
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===
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Disarm
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As a standard action, you may attempt to disarm an opponent, forcing him to drop one weapon (or other object) that he is holding.
  
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.
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Making a Disarm Attack: Make a normal melee attack roll against your opponent, who gets a + 10 bonus to his Reflex Defense. If your opponent is holding the weapon with more than one hand, you take a -5 penalty on your attack roll to disarm him.
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If the attack succeeds, your opponent is disarmed. If you successfully disarm your opponent with an unarmed attack, you can take the disarmed weapon. Otherwise, it's on the ground at your opponent's feet (in his fighting space).
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If your disarm attack fails, your opponent can make an immediate free attack against you.
  
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Improved Disarm: If you have the Improved Disarm feat (see page 85), you get a +5 bonus on your melee attack roll to disarm an opponent, and your opponent doesn't get to make an immediate free attack against you if your disarm attack fails.
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Ranged Disarm: If you have the Ranged Disarm talent (see page 217), you can attempt to disarm your opponent with a ranged attack. If the attack fails, your opponent doesn't get an immediate free attack against you.
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Fight Defensively
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As a standard action, you can concentrate more on protecting yourself than hurting your enemies. You can take a -5 penalty on your attack rolls and gain a +2 dodge bonus to your Reflex Defense until the start of your next turn.
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If you choose to make no attacks until your next turn (not even attacks of opportunity). you gain a +5 dodge bonus to your Reflex Defense until the start of your next turn.
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Acrobatics: If you are trained in the Acrobatics skill, you instead get a +5 dodge bonus to your Reflex Defense when you fight defensively, or a + 10 dodge bonus if you choose to make no attacks.
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Grab
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As a standard action, you can make a grab attack. A grab attack is treated as an unarmed attack except that it doesn't deal damage and you take a -5 penalty on the attack roll. You can only grab an opponent up to one size category larger than yourself, and only one opponent at a time.
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Until it breaks the grab, a grabbed creature takes a -2 penalty on attack rolls unless it uses a natural weapon or a light weapon. 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.)
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Grapple
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A grapple attack is an improved version of the grab attack (see above). You can only make a grapple attack (a standard action) if you have the Pin feat, the Trip feat, or both. You can only grapple an opponent up to one size category larger than you, and only one opponent at a time.
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A grappling attack is treated as an unarmed attack except that it deals no damage. If the grappling attack hits, you and the target immediately make opposed grapple checks. A grapple check is 1d20 + base attack bonus + Strength or Dexterity modifier (whichever is higher) + size modifier (see below). If your check result equals or exceeds the target's check result, the target is grappled.
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The effects of a grapple depend on the specific feat or combination of feats you are using (see the feat descriptions in Chapter 5: Feats): Pin, Pin
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and Crush, Trip, or Trip and Throw.
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Alternatively, if you are armed with a light weapon, you may deal damage with that weapon if you win the opposed grapple check; no attack roll is
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necessary.
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Size modifiers for the grapple check are as follows: Fine, -20; Diminutive, -15; Tiny, -10; Small, -5; Medium, +0; Large, +5; Huge, +10; Gargantuan,
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+15; Colossal, +20.
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MOVE ACTIONS
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A move action represents physical movement. The most common move action is moving your speed. You can perform one move action on your turn, or two if you give up your standard action. With the exception of specific movement-related skills, most move actions don't require skill checks. In some cases
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(such as shouldering open a stuck door), ability checks might be required.
 
Move actions include the following:
 
Move actions include the following:
  
'''Move'''
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Move
 
You can move up to your speed as a move action. Even moving 1 square is considered a move action.
 
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.
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Nonstandard modes of movement are also covered by this type of action, including climbing and riding an animal.
  
'''Draw or Holster Object'''
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Draw or Holster a Weapon
Drawing or holstering an object is a move action.
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Drawing or holstering a weapon 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.
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Quick Draw: If you have the Quick Draw feat (page 87), you can draw or holster a weapon as a swift action instead of a move action.
  
'''Manipulate an Item'''
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Manipulate an Item
Manipulating an item includes picking up an item, prepare spell components, opening a door, or moving a heavy object.
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Manipulating an item includes drawing or holstering a weapon, picking up an item, loading a weapon, opening a door, or moving a heavy object.
  
'''Retrieve a Stored Item:'''
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Retrieve a Stored Item: Retrieving an item out of a backpack, carrying case, or other closed container requires two move actions, one to open the container and one to get the item. Holsters, utility belts, and bandoliers are not considered to be closed containers for this purpose.
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'''
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Stand Up
Standing up from a prone position requires a move action.
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Standing up from a prone position requires a move action.
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Acrobatics: If you are trained in the Acrobatics skill (see page 62), you can stand up from a prone position as a swift action with a successful DC
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15 Acrobatics check.
  
===SWIFT ACTIONS===
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Withdraw
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You can withdraw from combat as a move action. To withdraw, the first 1 square of your movement must take you out of your opponent's threatened area by the shortest possible route. If you must move more than 1 square to escape the threatened area, you can't withdraw. You can move normally (take a move action) in order to escape an opponent, but you provoke an attack of opportunity when doing so.
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Once you clear the threatened area, you may continue to move, up to a total of half your speed.
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You can disengage from more than one opponent in the same action, but only if you can clear all threatened areas in your first 1 square of movement.
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Disengaging protects you from attacks of opportunity during your first square of movement, but you may provoke attacks of opportunity later in your turn (for example, you may move through another character's threatened area).
  
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SWIFT ACTIONS
 
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.
 
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:'''
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Swift actions include the following:
  
'''Activate an Item'''
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Activate an Item
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A swift action allows you to activate an item. Starting a vehicle, turning on a computer, and lighting a fusion lantern are all examples of activating 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.  
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Aim
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2 Swift Actions
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You can take two consecutive swift actions in the same round to more carefully line up a ranged attack. When you do so, you ignore all cover bonuses to your target's Reflex Defense on your next attack. You still must have line of sight to the target, however.
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You lose the benefits of aiming if you lose line of sight to your target or if you take any other action before making your attack.
  
'''Catch a Second Lunch without Food (Second Wind)'''
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Careful Shot: If you have the Careful Shot feat (page 82), you gain a + 1 bonus on your ranged attack roll when you take the time to aim first.
  
As a swift action, you can catch a second Lunch (see Second Lunch, page xxx).
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Deadeye: If you have the Deadeye feat (page 84), you deal extra damage when you take the time to aim first.
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).
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Catch a Second Wind
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As a swift action, you can catch a second wind (see Second Wind, page 146).
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You can only catch a second wind once per day. Only heroic characters can catch a second wind; nonheroic characters, objects, devices, and vehicles
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cannot.
  
'''Drop an Item'''
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Extra Second Wind: This feat (described on page 85) allows a heroic character to catch a second wind one extra time per day (but never more than once in a single encounter). A non heroic character that takes the Extra Second Wind feat can catch a second wind once per day.
  
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Drop an Item
 
Dropping an item is a swift action (but picking one up is a move action).  
 
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.
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You can drop an item so that it falls on the ground in your fighting space or lands in an adjacent square.
 
 
'''Fall Prone'''
 
  
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Fall Prone
 
Falling into a prone position requires a swift action.
 
Falling into a prone position requires a swift action.
  
'''Recover'''
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Acrobatics: If you are trained in the Acrobatics skill (see page 62), you can fall prone as a free action with a successful DC 15 Acrobatics check.
 
 
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===
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Recover
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3 Swift Actions
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You can spend three swift actions in the same round or across consecutive rounds to move + 1 step on the condition track (see Conditions, page 148).
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You cannot use the recover action while affected by a persistent condition (see Persistent Conditions, page 149).
  
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FULL-RoUND ACTIONS
 
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
 
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.
 
standard action in the following round.
  
'''Full-round actions include the following:'''
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Full-round actions include the following:
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Full Attack
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As a full-round action, you can make more than one attack. To gain extra attacks, you must be wielding two weapons, wielding a double weapon, or using a special ability that grants extra attacks. When making multiple attacks, you may resolve your attacks in any order desired, declaring the target of each attack immediately before making the attack roll. Extra attacks granted from different sources are cumulative. Any penalties associated with gaining an extra attack apply to all attacks that character makes until the start of his next turn.
  
'''Run'''
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Attacking with Two Weapons: As a full-round action, a character armed with two weapons can attack once with each weapon, but the character takes a -10 penalty on all attacks for the round. This penalty assumes that the character is proficient with the weapon in hand; apply an additional -5 penalty on the attack roll if the character is not proficient with the weapon. A character armed with three or more weapons still only gains one extra attack, but that character may choose which weapon it wishes to use for this extra attack each round.
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Attacking with a Double Weapon: As a full-round action, a character armed with a double weapon (such as a double-bladed lightsaber) can attack once with each end of the weapon, but the character takes a -10 penalty on all attacks for the round . This penalty assumes that the character is proficient with the weapon; apply an additional -5 penalty on the attack roll if the character is not proficient with the weapon. (A character who chooses to attack with only one end of a double weapon can do so as a standard action.)
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Dual Weapon Mastery: The Dual Weapon Mastery feats (see page 84) reduce the -10 penalty on attack rolls when fighting with two weapons or both ends of a double weapon. A character with all three Dual Weapon Mastery feats negates the -10 penalty entirely.
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Double Attack and Triple Attack: The Double Attack feat (see page 84) allows a character to make one extra attack during a full attack, but the character takes a -5 penalty on all attacks until the start of his next turn. The Triple Attack feat (see page 89) allows a character to make one extra
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attack in addition to that granted by Double Attack, giving the character an additional -5 penalty (tota l -10 penalty) on all attacks until the start of his next turn. If the character is armed with more than one weapon, he may choose which weapon (or weapons) he will use to make each extra attack.
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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
 
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.
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armor or carrying a heavy load). See the Endurance skill (page 66) for running rules.
  
'''Catch a Second Lunch with Food'''
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SPECIAL COMBAT RULES
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)
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This section describes various special rules that arise during combat. The rules are presented alphabetically by topic.
  
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AREA ATTACKS
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Certain weapons and effects, such as grenades, autofire weapons, or the Force slam power, target all creatures in a given area instead of a single
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target.
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When you make an area attack, you make a single attack roll and compare the result to the Reflex Defense of every target in the area. Creatures you hit take full damage, and creatures you miss take half damage.
  
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Burst Radius: Grenades and explosives usually have a burst radius. When you make an area attack with such a weapon, you must decide where to center the burst before you make the attack roll. The center of a burst is always on the corner of a square (at the "crosshairs").
  
===CONCEALMENT===
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Splash Weapons: Some weapons have a splash radius. When you make an attack against a target, that target takes full damage if your attack roll equals or exceeds the its Reflex Defense, and half damage if the attack misses. Also compare your attack roll against the Reflex Defense of every target adjacent to the primary target; these adjacent targets take half damage if the attack hits or no damage if the attack misses.
Concealment encompasses all circumstances where nothing physically blocks the way but where something interferes with the accuracy.
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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.
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Evasion: A character with the Evasion talent (see page 50) takes half damage from a successful area attack and no damage from an area effect that misses his Reflex Defense.
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).
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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.  
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ATTACKS OF OPPORTUNITY
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If an enemy moves out of a square adjacent to you or performs an action that forces him to let down his guard, you can make a single, immediate attack against that enemy (even if you've already acted during the round). This is called an attack of opportunity.
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You can only make attacks of opportunity with melee weapons, natural weapons, pistols, carbines, and any weapon with a folded stock. You may also make attacks of opportunity while unarmed if you have the Martial Arts I feat.
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Provoking an Attack of Opportunity
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Two actions can provoke attacks of opportunity:
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• Moving out of a threatened square.
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• Performing an action that distracts you from defending yourself and lets your guard down while within a threatened square.
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Most characters threaten the squares adjacent to them; larger characters threaten all squares within their reach (see Reach, page 161). A creature only threatens an area if it is armed with a natural weapon, a melee weapon, a pistol, a carbine, or any weapon with a folded stock.
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Moving Out of a Threatened Square: When you move out of a threatened square, you generally provoke an attack of opportunity. You do not provoke an attack of opportunity if you use the withdraw action (see page 153) or if you successfully tumble (see Acrobatics skill, page 62).
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Performing an Action that Distracts You: Some actions, when performed in a threatened area, provoke attacks of opportunity because they make you divert your attention from the fight at hand. The following actions provoke attacks of opportunity:
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• Making an unarmed attack without the Martial Arts I feat
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• Aiming
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• Loading a weapon
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• Picking up an item
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• Retrieving a stored item
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• Moving into an enemy's square
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• Using any skill that distracts you or forces you to drop your guard (GM's determination)
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Making an Attack of Opportunity
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An attack of opportunity is a single free attack, and you can only make one attack of opportunity per round. You don't have to make an attack of opportunity if you don't want to. An attack of opportunity is always made at your full attack bonus, minus any situational penalties you suffer.
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You can't make an attack of opportunity if you're flat-footed.
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Combat Reflexes: If you have the Combat Reflexes feat (page 83), you can make more than one attack of opportunity during a round, and you may make an attack of opportunity while flat-footed. However, you may only make one attack of opportunity per provoking action. (Moving any number of squares is treated as a single provoking action.)
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CONCEALMENT
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Concealment encompasses all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker's accuracy.
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An attack that would normally hit might actually miss 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.
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To determine whether your target has concealment from your ranged attack, 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 melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment (such as a cloud of smoke).
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If you attack a target with concealment, you take a -2 penalty on your attack roll. Multiple sources of concealment (such as a defender 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.
 
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.
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Ignoring Concealment: Concealment isn't always effective. For instance, a character with low-light vision ignores concealment from darkness (but not total concealment; see beloW). Likewise, a character with dardarkvision ignores all concealment from darkness (even total concealment).
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Fog, smoke, foliage, and other visual obstructions work normally against characters with darkvision or low-light vision.
  
'''Total Concealment'''
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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.  
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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 can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. If
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you attack a target with total concealment, you take a -5 penalty on your attack roll. You can't make an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.
 
If you attempt to notice a target with total concealment, you take a -10 penalty on your Perception check.
 
If you attempt to notice a target with total concealment, you take a -10 penalty on your Perception check.
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Creatures and terrain features can provide cover against attacks. A creature with cover gains a +5 cover bonus to its Reflex Defense, no matter how many creatures and terrain features are between it and the attacker. Terrain features that provide cover include trees, walls, vehicles, and cargo crates.
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To determine whether an enemy has cover, choose a corner of the attacker's square. 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.
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An adjacent enemy never has cover.
  
===COVER===
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Big Creatures and Cover: Any creature with a fighting space larger than 1 square determines cover against me lee attacks slightly differently than smaller creatures. Such a creature can choose any square that it occupies to determine whether an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine whether it has cover against you.
  
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.
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Cover and Attacks of Opportunity: You can't make an attack of opportunity against an opponent with cover relative to you.
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.  
 
 
'''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.
 
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.
+
Low Objects and Cover: Low objects provide cover to creatures in those squares. However, the attacker ignores low objects in its own fighting space and adjacent squares. Low objects in the attacker's space and in adjacent squares don't provide cover to enemies; essentially, the attacker shoots over them.
  
'''Improved 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 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 landspeeder.
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.
+
In such situations, double the normal cover bonus to Reflex Defense. (+ 10 instead of +5). A creature with improved cover takes no damage from area attacks that fail to hit its Reflex Defense. Furthermore, improved cover provides a +5 bonus on Stealth checks.
The Stablemaster may impose other penalties or restrictions to skill rolls depending on the details of the cover.  
+
The GM may impose other penalties or restrictions to attacks depending on the details of the cover. For example, to strike effectively through a gun port, you need to use a long thrusting weapon, such as a lightsaber. A vibro-ax just isn't going to get through a narrow slit.
  
'''Total 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.
+
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 attack against a target that has total cover.
  
===DAMAGE REDUCTION (DR)===
+
DAMAGE REDUCTION (DR)
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.
+
A creature or object with damage reduction (DR) ignores a certain amount of damage from every attack. The amount of damage it ignores is always indicated; for example, an object with DR 10 ignores the first 10 points of damage from each attack.
 +
Damage reduction is sometimes bypassed by one or more specific damage types (noted after the DR value). For example, a creature with DR 5/energy ignores 5 points of damage from any source except one that deals energy damage (such as from a blaster). Similarly, a creature with DR 10/piercing or slashing ignores 10 points of damage from any source except one that deals piercing or slashing damage.
 +
Certain talents grant damage reduction. When a character with multiple types of damage reduction takes damage, 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/energy is struck by a blaster, it's better for the character to apply his DR 1 against the attack (since DR 10/energy is bypassed by blaster).
  
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.
+
DIAGONAL MOVEMENT
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).
+
Moving diagonally costs double. When moving or counting along a diagonal path, each diagonal counts as 2 squares, as shown in Diagram 9-3. 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).
 
 
===DIAGONAL MOVEMENT===
 
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.
 
A character can't move diagonally past the corner or end of a wall that extends to a grid corner.
  
===DIFFICULT TERRAIN===
+
DIFFICULT TERRAIN
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.
+
Broken ground, buckled deck plating, 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 fighting space moves into such a square. Difficult terrain does not block line of sight or provide cover.
  
===ENCUMBRANCE AND SPEED===
+
ENCUMBRANCE AND SPEED
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.
+
Wearing medium or heavy armor 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 or carrying a heavy load, you can run at triple your speed.
 
A character with a fly speed cannot fly while carrying a heavy load.
 
A character with a fly speed cannot fly while carrying a heavy load.
  
===OCCUPIED SPACE===
+
FIGHTING SPACE
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.
+
The squares that a creature occupies on the battle map are collectively referred to as its fighting space. Small and Medium creatures (including most characters) have a fighting space of 1 square. Large creatures have a fighting space of 4 squares (2 squares on a side). Huge creatures have a fighting space of 9 squares (3 squares on a side). Gargantuan and Colossal creatures have much larger fighting spaces.
 +
 
 +
FLANKING
 +
If you are making a melee attack against an opponent and you have an ally on the other side of the opponent so that the opponent is directly between the two of you, you are flanking that opponent. You gain a +2 flanking bonus on your melee attack roll. See Diagrams 9-4 and 9-5 for examples of flanking. You don't gain a flanking bonus when making a ranged attack.
 +
 
 +
HELPLESS OPPONENTS
 +
A helpless opponent- one who is bound, sleeping, unconscious, or otherwise at your mercy-is an easy target. You can sometimes approach a target that is unaware of your presence, get adjacent to it, and treat it as helpless. If the target is in combat or some other tense situation, and therefore in a state of acute awareness and readiness, or if the target can use its Dexterity bonus to improve its Reflex Defense, then that target can't be considered unaware.
 +
Further, any reasonable precautions taken by a target-including stationing bodyguards, placing its back to a wall, or being able to make Perception checks-also precludes catching that target unaware and helpless.
  
===HELPLESS CONDITION===
+
Attacking a Helpless Opponent: A melee attack against a helpless opponent gains a +5 bonus on the attack roll (equivalent to attacking a prone target). A ranged attack gets no special bonus. In addition, a helpless opponent 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.
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===
+
LINE OF SIGHT
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.
+
A character can target an enemy that he can see, which is to say, any enemy within his line of sight. Draw an imaginary line from any point in the attacker's fighting space to any point in the target's fighting space. If the player who controls the attacking 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.
+
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===
+
MOVING THROUGH OCCUPIED SQUARES
 
Sometimes you can pass through an occupied square.
 
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.
+
Ally: You can move through a square occupied by any character, creature, or droid that doesn't consider you an enemy.
 +
 
 +
Dead or Unconscious Enemy: You can move through a square occupied by an enemy that doesn't present an obstacle, such as one who is dead, unconscious, or disabled.
  
'''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 Enemy: Any character can move through a space occupied by an enemy three or more size categories larger or smaller
 +
than the moving character.
  
'''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.
+
Tumbling: A character trained in Acrobatics can attempt to tumble through an enemy's fighting space (see the Acrobatics skill, page 62).
  
===PRONE TARGETS===
+
PRONE TARGETS
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.
+
Various attacks, talents, feats, and Force powers can knock a character prone. A prone character takes a -5 penalty on melee attack rolls. Melee attacks
 +
made against a prone character gain a +5 bonus, while ranged attacks made against a prone character take a -5 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 GM's discretion.
  
===REACH===
+
REACH
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.
+
A creature's reach determines the distance it can reach when making a melee attack. A creature threatens all squares within its reach. Small and Medium characters have a reach of 1 square, which means they can make melee attacks only against targets in adjacent squares. Larger creatures tend to have a greater reach and, consequently, a bigger threatened area.
  
'''Bigger Creatures:''' A creature with greater-than-normal reach (more than 1 square) can still affect targets directly next to it.  
+
Bigger Creatures: A creature with greater-than-normal reach (more than 1 square) can still attack opponents directly next to it. A creature with greater than normal reach usually gets an attack of opportunity against an opponent when the opponent approaches it, because the opponent must enter and move within its threatened area before making a melee attack.
  
'''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.
+
Smaller Creatures: A Fine, Diminutive, or Tiny creature must be in your space to attack you; moving into your square provokes an attack of opportunity. You can attack into your own space if you need to with a melee attack (but not a ranged attack), so you can attack very small opponents normally.
  
===RANGED MANEUVER INTO A MELEE===
+
SHOOTING OR THROWING INTO A MELEE
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.  
+
If you shoot a ranged weapon or throw a weapon at an opponent that is adjacent to one or more of your allies, you take a -5 penalty on your attack roll. This penalty accounts for the fact that you're trying not to hit your allies.  
  
'''Precise Shot:''' If you have the Precise Shot feat (page xxx), you don't take this penalty.
+
Precise Shot: If you have the Precise Shot feat (page 87), you don't take this penalty.
  
===SPECIAL INITIATIVE ACTIONS===
+
SPECIAL INITIATIVE ACTIONS
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.
+
Usually you act as soon as you can in combat, but sometimes you want to act later, at a better time, or in response to the actions of someone else.
  
'''Delay'''
+
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.
 
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.
+
Delaying is useful if you need to see what your friends or enemies are going to do before deciding what to do yourself. 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.
+
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'''
+
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).
 
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.
+
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 battle, and you do not get your regular action in that round.
 +
 
 +
SQUEEZING
 +
Creatures of Large size and bigger can squeeze through small openings and down narrow hallways that are at least half as wide as their fighting space, provided they end their movement in an area that they can normally occupy.
 +
Creatures of Large size or bigger cannot squeeze past enemies.
 +
 
 +
STUNNING
 +
Sometimes you'd rather knock an enemy unconscious than kill him. That's why many weapons have stun settings and why stun batons and stun grenades are popular with law enforcement agencies throughout the galaxy.
 +
Various melee weapons and blasters have a stun setting, and switching a weapon to its stun setting (or resetting it to normal damage) is a swift action. Some stun weapons, such as stun grenades, only have a stun setting.
 +
Unless otherwise noted, the stun setting on a blaster weapon has a maximum range of 6 squares (no range penalties).
 +
Only creatures can be stunned. Droids, vehicles, and objects are immune to stunning effects.
 +
When you make a successful attack with a weapon that deals stun damage, subtract half of the stun damage from the target's hit points. Additional effects may occur as well, depending on the amount of damage dealt:
 +
 
 +
• If the stun damage reduces the target's current hit points to 0, the target moves -5 steps on the condition track and is knocked unconscious (see
 +
Falling Unconscious, page 147).
 +
• If the stun damage (before being halved) equals or exceeds the target's damage threshold, the target moves -2 steps on the condition track.
  
===SQUEEZING===
+
A creature knocked unconscious by a stunning effect does not die if it rolls a natural 1 on its Constitution check to regain consciousness or if it fails the check by 5 or more points. It simply remains unconscious.
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===
+
UNARMED ATTACKS
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).
+
Striking for damage with punches, kicks, and head butts is essentially like attacking with a melee weapon. Unarmed attacks deal normal bludgeoning damage.
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.
+
A Medium character normally deals ld4 points of bludgeoning damage (plus Strength modifier) with a successful unarmed attack; a Small character deals ld3 points of bludgeoning damage (plus Strength modifier). Certain talents, feats, or special abilities may increase the damage a character deals
 +
with his unarmed attacks.
  
 
-----
 
-----
Line 506: Line 626:
  
 
===SOCIAL STATUS===
 
===SOCIAL STATUS===
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.
+
Der Social Status gibt an wie angesehen im allgemeinen das Pony oder Zebra oder Drache... (...oder wie auch immer) im allgemeinen ist. Dieses hängt zum einen von der Erfahrung ab sowie auch von dem persönlichen Charisma. Zusätzlich gibt es noch einige Talente und Feats die sich auf den Social Status auswirken. Natürlich ist klar das z.B. ein Büffel der mit Ponys interagiert nicht den selben Status hat wie z.b. ein Pony oder ein in seiner Stadt angesehener Farmer in der High Society in Canterlot wo ihn niemand kennt. Deswegen ist in der unten stehenen Tabelle eine Auflistung aller Modifikationen auf den Sozial Status je nach Situation. Sollte eine Modifikation nicht aufgelistet sein entscheidet der Spielleiter.
 
 
  
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<tr bgcolor=#999999><td><b>Situation</b></td><td><b>Modifier</b></td></tr>
 
<tr bgcolor=#999999><td><b>Situation</b></td><td><b>Modifier</b></td></tr>
<tr><td>Stranger on this Location</td><td>-5</td></tr>
+
<tr><td>Fremd an dem Ort</td><td>-5</td></tr>
<tr><td>Just a few know you here</td><td>-2</td></tr>
+
<tr><td>Nur wenigen bekannt</td><td>-2</td></tr>
<tr><td>At an event where you do not familiar with the subject (skill rank < 5)</td><td>-2</td></tr>
+
<tr><td>Auf einer Veranstaltung bei der man sich nicht auskennt (Skill Rank < 5)</td><td>-2</td></tr>
<tr><td>At an event in which one familiar with the subject (skill rank 5-10)</td><td>+2</td></tr>
+
<tr><td>Auf einer Veranstaltung bei der man sich auskennt (Skill Rank 5-10)</td><td>+2</td></tr>
<tr><td>At an event in which one knows very well with the subject (skill rank > 11)</td><td>+5</td></tr>
+
<tr><td>Auf einer Veranstaltung bei der man sich sehr gut auskennt (Skill Rank > 11)</td><td>+5</td></tr>
<tr><td>Member of a race that is unknown or deemed to be dangerous</td><td>-10</td></tr>
+
<tr><td>Fremder Angehöriger einer Rasse die unbekannt ist oder als gefährlich gilt</td><td>-10</td></tr>
<tr><td>Member of a in this region otherwise not occurring race</td><td>-5</td></tr>
+
<tr><td>Fremder Angehöriger einer sonst an diesem Ort nicht vorkommenden Rasse</td><td>-5</td></tr>
<tr><td>No member of the prevailing race on this location (for Example a unicorn in Cloudsdale)</td><td>-2</td></tr>
+
<tr><td>Kein Angehöriger der vorherschenden Rasse (trift z.B. auch bei einem Einhorn in Cloudsdale zu.)</td><td>-2</td></tr>
<tr><td>VIP or Super VIP</td><td>see talents</td></tr>
+
<tr><td>VIP oder Super VIP</td><td>siehe Talents</td></tr>
 
</table>
 
</table>
  
 
===USING SOCIAL STATUS===
 
===USING SOCIAL STATUS===
The social status can be used in several ways as it brings various privileges with it to be in a higher status.
+
Der Social Status kann auf mehrere Arten genutzt werden da es diverse Privilegien mit sich bringt in einem Höheren Status zu stehen. Wenn z.B. ein Offensives Social Maneuver gegen jemanden durchgeführt wird ist dieses je nach unterschied im Social Status Leichter oder schwieriger. Einige Maneuver können überhaupt nicht gegen jemanden genutzt werden der im Social Status über einen stehen. Aber auch für das Besuchen von Events ist ein Social Status wichtig da man erst ab einem bestimmt Status auf einem solchen Ereignis auch willkommen ist. Dieser Faktor wird als Social Access Rating bezeichnet und hängt von Social Status ab.
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.
 
  
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
<tr bgcolor=#999999><td><b>Diference im social status</b></td><td><b>Difficulty on maneuver</b></td></tr>
+
<tr bgcolor=#999999><td><b>Unterschied im Social Status</b></td><td><b>Erschwernis auf Maneuver</b></td></tr>
<tr><td>Same social status</td><td>0</td></tr>
+
<tr><td>Gleicher Sozial Status</td><td>0</td></tr>
<tr><td>Target has higher social status</td><td>-2</td></tr>
+
<tr><td>Höheres Social Rating</td><td>-2</td></tr>
<tr><td>Target has higher social status by 5 or more</td><td>-4</td></tr>
+
<tr><td>Höheres Social Rating um 5 oder mehr</td><td>-4</td></tr>
<tr><td>Target has higher social status by 10 or more</td><td>-6</td></tr>
+
<tr><td>Höheres Social Rating um 10 oder mehr</td><td>-6</td></tr>
<tr><td>Target has lower social status</td><td>+2</td></tr>
+
<tr><td>Kleinerer Sozial Status</td><td>+2</td></tr>
<tr><td>Target has lower social status by 5 or more</td><td>+4</td></tr>
+
<tr><td>Kleinerer Sozial Status um 5 oder mehr</td><td>+4</td></tr>
<tr><td>Target has lower social status by 5 or more</td><td>+6</td></tr>
+
<tr><td>Kleinerer Sozial Status um 10 oder mehr</td><td>+6</td></tr>
 
</table>
 
</table>
  
 
===SOCIAL ACCESS RATING===
 
===SOCIAL ACCESS RATING===
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.
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Im gegensatz zu dem Social Rating hat das Social Access Rating keinerlei direkte auswirkung bei Social Maneuvers. Social Access Rating wird berechnet mit dem Social Rating und eventuelle Bonis aufgrund von Feiner Kleidung. Zusätzlich gibt es noch ein paar zusätzliche Modifikationen wie zum Beispiel eine Einladung oder eben keine. 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.
  
 
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