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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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'''Draw or Holster Object'''
 
'''Draw or Holster Object'''
 
Drawing or holstering an object is a move action.
 
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.
 
'''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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'''Stand Up'''
 
'''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.  
  
 
===SWIFT ACTIONS===
 
===SWIFT ACTIONS===
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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.  
 
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)'''
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'''Catch a Second Lunch'''
  
 
As a swift action, you can catch a second Lunch (see Second Lunch, page xxx).  
 
As a swift action, you can catch a second Lunch (see Second Lunch, page xxx).  
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You can spend three swift actions in the same round or across consecutive rounds to regain one fatigue point.
 
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.
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You cannot use the recover action while affected by a persistent condition or if you are under stress(see Persistent Conditions, page xxx and stress page xxx).
  
 
===FULL-ROUND ACTIONS===
 
===FULL-ROUND ACTIONS===
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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.
 
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===
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CONCEALMENT
Concealment encompasses all circumstances where nothing physically blocks the way but where something interferes with the accuracy.
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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.
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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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.
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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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).
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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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.
 
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.
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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.
  
'''Cover and Stealth Checks:''' You can use cover to make a Stealth check.  
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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.
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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'''
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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.
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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.
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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.  
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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'''
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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.
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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)===
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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.
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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.
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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.
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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.
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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).
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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===
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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.
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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===
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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.
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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===
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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.
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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.
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FLANKING
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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.
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HELPLESS OPPONENTS
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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.
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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===
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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===
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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.
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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
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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.
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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===
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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.
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Ally: You can move through a square occupied by any character, creature, or droid 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.
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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.
  
'''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.
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Much Larger or Smaller Enemy: Any character can move through a space occupied by an enemy three or more size categories larger or smaller
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than the moving character.
  
===PRONE TARGETS===
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Tumbling: A character trained in Acrobatics can attempt to tumble through an enemy's fighting space (see the Acrobatics skill, page 62).
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===
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PRONE TARGETS
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.
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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
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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.
  
'''Bigger Creatures:''' A creature with greater-than-normal reach (more than 1 square) can still affect targets directly next to it.  
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REACH
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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.
  
'''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.
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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.
  
===RANGED MANEUVER INTO A MELEE===
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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.
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.
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SHOOTING OR THROWING INTO A MELEE
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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.  
  
===SPECIAL INITIATIVE ACTIONS===
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Precise Shot: If you have the Precise Shot feat (page 87), you don't take this penalty.
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'''
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SPECIAL INITIATIVE ACTIONS
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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.
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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.
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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.
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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'''
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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.
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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.
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SQUEEZING
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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.
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Creatures of Large size or bigger cannot squeeze past enemies.
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STUNNING
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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.
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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:
  
===SQUEEZING===
+
• 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
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.  
+
Falling Unconscious, page 147).
Creatures of Large size or bigger cannot squeeze past hostile characters.
+
• If the stun damage (before being halved) equals or exceeds the target's damage threshold, the target moves -2 steps on the condition track.
  
===NATURAL ATTACKS===
+
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.
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.
+
UNARMED 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 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.
  
 
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Line 506: Line 525:
  
 
===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.
+
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.
  
 
<table width=60% border=1 cellpadding=0 cellspacing=2>
 
<table width=60% border=1 cellpadding=0 cellspacing=2>

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