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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 | + | 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. | + | Standing up from a prone position requires a move action. |
===SWIFT ACTIONS=== | ===SWIFT ACTIONS=== | ||
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===COVER=== | ===COVER=== | ||
− | Creatures and terrain features can provide cover against hazards and some skill uses for example Ranged or Athletics. A creature with cover gains a + | + | Creatures and terrain features can provide cover against hazards and some skill uses for example Ranged or Athletics. 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 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. | 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. | Somepony adjacent never has cover. | ||
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'''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 cart. | ||
− | In such situations, double the normal cover bonus to Reflex Defense. (+ | + | 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 hazards or spells 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 Stablemaster may impose other penalties or restrictions to skill rolls depending on the details of the cover. | ||
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===ENCUMBRANCE AND SPEED=== | ===ENCUMBRANCE AND SPEED=== | ||
− | Wearing medium or heavy armor | + | 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 only 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. | ||
− | + | ----- | |
− | The squares that a creature | + | FIGHTING SPACE |
+ | 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 | + | 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 | + | 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. | ||
− | + | 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. | |
− | + | 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. | ||
+ | |||
+ | 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, 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. | |
− | + | 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. | ||
− | + | Tumbling: A character trained in Acrobatics can attempt to tumble through an enemy's fighting space (see the Acrobatics skill, page 62). | |
− | |||
− | + | PRONE TARGETS | |
− | A | + | 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 |
+ | 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 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 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. | |
− | |||
− | + | SHOOTING OR THROWING INTO A MELEE | |
+ | 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 87), you don't take this penalty. | |
− | |||
− | + | SPECIAL INITIATIVE ACTIONS | |
+ | 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 | ||
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 | + | 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. | |
− | + | 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 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 | + | 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 | + | 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. | |
− | A Medium character normally deals | + | 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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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===SOCIAL STATUS=== | ===SOCIAL STATUS=== | ||
− | + | 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> | + | <tr><td>Fremd an dem Ort</td><td>-5</td></tr> |
− | <tr><td> | + | <tr><td>Nur wenigen bekannt</td><td>-2</td></tr> |
− | <tr><td> | + | <tr><td>Auf einer Veranstaltung bei der man sich nicht auskennt (Skill Rank < 5)</td><td>-2</td></tr> |
− | <tr><td> | + | <tr><td>Auf einer Veranstaltung bei der man sich auskennt (Skill Rank 5-10)</td><td>+2</td></tr> |
− | <tr><td> | + | <tr><td>Auf einer Veranstaltung bei der man sich sehr gut auskennt (Skill Rank > 11)</td><td>+5</td></tr> |
− | <tr><td> | + | <tr><td>Fremder Angehöriger einer Rasse die unbekannt ist oder als gefährlich gilt</td><td>-10</td></tr> |
− | <tr><td> | + | <tr><td>Fremder Angehöriger einer sonst an diesem Ort nicht vorkommenden Rasse</td><td>-5</td></tr> |
− | <tr><td> | + | <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 | + | <tr><td>VIP oder Super VIP</td><td>siehe Talents</td></tr> |
</table> | </table> | ||
===USING SOCIAL STATUS=== | ===USING SOCIAL 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. | |
− | |||
<table width=60% border=1 cellpadding=0 cellspacing=2> | <table width=60% border=1 cellpadding=0 cellspacing=2> | ||
− | <tr bgcolor=#999999><td><b> | + | <tr bgcolor=#999999><td><b>Unterschied im Social Status</b></td><td><b>Erschwernis auf Maneuver</b></td></tr> |
− | <tr><td> | + | <tr><td>Gleicher Sozial Status</td><td>0</td></tr> |
− | <tr><td> | + | <tr><td>Höheres Social Rating</td><td>-2</td></tr> |
− | <tr><td> | + | <tr><td>Höheres Social Rating um 5 oder mehr</td><td>-4</td></tr> |
− | <tr><td> | + | <tr><td>Höheres Social Rating um 10 oder mehr</td><td>-6</td></tr> |
− | <tr><td> | + | <tr><td>Kleinerer Sozial Status</td><td>+2</td></tr> |
− | <tr><td> | + | <tr><td>Kleinerer Sozial Status um 5 oder mehr</td><td>+4</td></tr> |
− | <tr><td> | + | <tr><td>Kleinerer Sozial Status um 10 oder mehr</td><td>+6</td></tr> |
</table> | </table> | ||
===SOCIAL ACCESS RATING=== | ===SOCIAL ACCESS RATING=== | ||
− | |||
− | 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> |