Difference between revisions of "MLP Dramatic Systems"
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===Social=== | ===Social=== | ||
+ | * '''Argument:''' | ||
+ | The scale of a argument is determined by the stable master. As a guideline is to say that the better argument is the larger is the size and the effect it has in a social maneuver. | ||
* '''Social Status:''' | * '''Social Status:''' | ||
Social Status is calculated by Reputation + Charisma modifier. Some Talents may affect the Social Status too. In addition a Character can gain temporary Social Status (universal or related) but it fades away (Stablemaster decision in what rate its fade away). The most common way to gain temporary Social Status is the visit of Social Events. | Social Status is calculated by Reputation + Charisma modifier. Some Talents may affect the Social Status too. In addition a Character can gain temporary Social Status (universal or related) but it fades away (Stablemaster decision in what rate its fade away). The most common way to gain temporary Social Status is the visit of Social Events. |
Revision as of 10:58, 9 April 2012
Movement
Flying
- Falling Damage
When a creature, object, or vehicle falls, make an attack roll (ld20+20) against its Fortitude Defense. If the attack succeeds, the subject takes 1d6 points of damage for every 3 meters fallen (to a maximum of 20d6 damage). If the attack fails, the subject only takes half damage. A falling creature also lands prone. Acrobatics: If you are trained in the Acrobatics skill, you can reduce the damage you take from a fall with a successful Acrobatics check. If the check succeeds and you take no damage from the fall, you land on your feet.
Flying Basic Maneuver
- Ramming:
When a creature, object, or vehicle ramming a target damage is calculated as follows:
- Speed (in Squares) (- Speed of the target if the Target is moving away) + Strength Modifier + Size Damage Modifier of the attacker (see below).
Both involved suffer the damage if no special maneuver is reducing the impact
- Collision:
When a creature, object, or vehicle ramming each other the damage is calculated as follows:
- Speed of both (in Squares) + Strength Modifier of the opposing + Size Damage Modifier of the opponent(see below).
Both involved suffer the damage if no special maneuver is reducing the impact.
- Engage:
When the Attacker is just making a normal attack without ramming into each other the damage is calculated as follows:
- Strength Modifier + Damage of the Natural Weapon or used Weapon
Only the target is suffer the damage.
Size | Damage |
Tiny | 1d4 |
Small | 1d6 |
Medium | 2d6 |
Large | 4d6 |
Huge | 8d6 |
Gargantuan | 12d6 |
Colossal | 20d6 |
Combat
Social
- Argument:
The scale of a argument is determined by the stable master. As a guideline is to say that the better argument is the larger is the size and the effect it has in a social maneuver.
- Social Status:
Social Status is calculated by Reputation + Charisma modifier. Some Talents may affect the Social Status too. In addition a Character can gain temporary Social Status (universal or related) but it fades away (Stablemaster decision in what rate its fade away). The most common way to gain temporary Social Status is the visit of Social Events.
- Related Social Status:
A character can use special knowledge to use a greater Social Status when visiting related Events or when she is discuss a related topic. If the Character is trained in Knowledge (Related to topic) she can use a +2 on Social Status, if she as also an Skill Focus on this skill the Bonus is increased to +4.
Social Basic Maneuver
- Dispute:
- Conversation:
- Blocking: