Difference between revisions of "MLP Dramatic Systems"

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Sometimes all the combatants on a side are aware of their opponents; sometimes none are; sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
 
Sometimes all the combatants on a side are aware of their opponents; sometimes none are; sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
  

Revision as of 09:50, 5 August 2013


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.

SizeDamage
Fine1
Diminutive1d2
Tiny1d3
Small1d6
Medium2d6
Large4d6
Huge8d6
Gargantuan12d6
Colossal20d6

COMBAT

COMBAT SEQUENCE

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

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

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

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

Step 4 Combatants act in initiative order.

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

THE COMBAT ROUND

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

ACTIONS IN COMBAT

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

STANDARD ACTION
      I
 MOVE ACTION
      I
 SWIFT ACTION

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

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

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

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

Free Actions and Reactions

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

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

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

COMBAT STATISTICS

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

ATTACK ROLL

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

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

1d20 + Melee skill score

Your attack roll with a ranged weapon is:

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

Critical Hits

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

Automatic Misses

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

DAMAGE

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

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

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

Damage with a ranged weapon is calculated as follows:

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

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

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

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

DEFENSES

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

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

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

Will Defense: 10 + Wisdom modifier + class bonus

Wits Defense: 10 + Intelligence Modifier + class bonus

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

Reflex Defense

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

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

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

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

Fortitude Defense

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

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

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

Wits Defense

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

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

Will Defense

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

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

SPEED

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

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

FATIGUE POINTS AND DAMAGE THRESHOLD

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

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

Second Lunch

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

o Fatigue Points

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

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

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

Damage Threshold

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

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


Size Modifier on Damage threshold:

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

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

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

Falling Unconscious:

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

You can't take 10 on the Constitution check.

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

Death

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

Natural Healing

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

Condition

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

The Condition Track

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

Removing Conditions

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

Persistent Conditions

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

INITIATIVE

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

INITIATIVE CHECKS

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

JOINING A DRAMATIC SCENE

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

FLAT-FOOTED

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

SURPRISE

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

AWARENESS AND SURPRISE


Sometimes all the combatants on a side are aware of their opponents; sometimes none are; sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.

Determining Awareness The GM determines who is aware of whom at the start of a battle. She may call for Perception checks to see how aware the characters are of their opponents. Some example situations:

• The mission team enters a cantina and immediately spots a gang of Rodians. Alert and watchful, the Rodians also notice the heroes. Both sides are aware; neither is surprised. The heroes and the Rodians make Initiative checks, and the battle begins.

• While exploring an abandoned armory, the heroes are being watched by a pack of Jawas. The Jawas lurk in hiding places, waiting for the right time to strike and defend their new lair from the intruders. Sia-Lan spots one of the Jawas as it tries to sneak behind a partially destroyed battle droid. The Jawas shriek and leap from their hiding places, surrounding the heroes. The Jawas and Sia-Lan each get to act during the surprise round. The other heroes, caught unaware, can't act. After the surprise round, the first regular round of combat begins.

• The mission team advances down a dark corridor in the space-station fortress of Grumbog, an alien warlord, using glow rods to light the way. At the end of the corridor, three of Grumbog's soldiers have set up an E-Web repeating blaster. They fire the weapon, sending a powerful blast down the corridor. That's the end of the surprise round. After determining whether any of the heroes were hit and calculating damage, the GM announces that the first regular round of combat begins. The mission team is in a tough spot, since they are facing a powerful weapon and still can't see who is attacking them.

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

Unaware Combatants: Combatants who are unaware at the start of battle do not get to act in the surprise round. Unaware combatants are flatfooted because they have not acted yet, so they do not apply their Dexterity bonus (if any) to their Reflex Defense.

TYPES OF ACTIONS

The fundamental combat actions of moving and attacking cover most of what you want to do in a battle. They're all described here and summarized in Table 9-1: Actions in Combat.

STANDARD ACTIONS

A standard action is usually the most important action you'll take in a round, and it often consists of some sort of attack-swinging a lightsaber, firing a blaster, throwing a punch, hurling a grenade, and so on. You can perform one standard action in a given round of combat. A standard action could be anyone of the following:

Attack with a Melee Weapon With a melee weapon, you can strike any enemy in a square you can threaten. Small and Medium characters threaten the squares adjacent to them. Bigger creatures may threaten a larger number of squares, as defined by their reach (see Reach, page 161).

Two-Handed Melee Weapons: When you wield a melee weapon twohanded, add double your Strength bonus (if any) to the damage. This higher Strength modifier does not apply to light weapons (weapons smaller than your size).

Improvised Weapons: Sometimes objects not crafted to be weapons get used: chairs, bottles, crates, and so on. Because these objects are not designed for such use, characters who use improvised weapons are treated as not proficient with them and take a -5 penalty on their attack rolls. The GM determines the size and damage dealt by an improvised weapon.

Attack with a Ranged Weapon With a ranged weapon, you can throw or shoot at any target within your line of sight. A target is in line of sight if there are no obstructions (including other characters) between you and the target. The maximum range of a ranged attack depends on the weapon used (see Table 8-5: Weapon Ranges, page 129). A ranged weapon can attack a target at point blank, short, medium, or long range. If you make a ranged attack against a target within the weapon's point blank range, you take no penalty on the attack roll; your penalty on attack rolls increases to -2 at short range, -5 at medium range, and -10 at long range.

Improvised Thrown Weapons: Sometimes objects not crafted to be weapons get thrown: small rocks, vases, pitchers, lightsabers, and so forth. Because these objects are not designed for such use, characters who use improvised thrown weapons are treated as not proficient with them and take a -5 penalty on their attack rolls. The GM determines the size and damage dealt by an improvised thrown weapon.

Aid Another As a standard action, you can aid an ally's next skill check or attack roll, or you can interfere with an enemy's attacks.

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

Aiding an Attack Roll: In combat, you can aid another character's attack by forcing an opponent to avoid your own attacks, making it more difficult for him to avoid your ally. Select an opponent and make an attack against a Reflex Defense of 10. If you succeed, you grant a +2 bonus on a single ally's next attack roll against that opponent.

Suppressing an Enemy: In combat, you can distract or interfere with an opponent, making his attacks more difficult. Select an opponent and make an attack against a Reflex Defense of 10. If you succeed, that opponent takes a -2 penalty on its next attack roll.

Attack an Object Sometimes you need to attack an object such as a door, a control console, or a held weapon, either to destroy it or to bypass it. 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 it, you deal damage as normal. However, an object usually has damage reduction (DR), which means that any attack that hits it has its damage reduced by the indicated amount. (Lightsabers ignore an object's damage reduction.) An object reduced to 0 hit points is disabled. If the damage that reduces the object to a hit points also equals or exceeds the object's damage threshold, the object is destroyed instead. Like characters, objects become increasingly debilitated if they take a lot of damage at once. If an object takes damage from a single attack that equals or exceeds its damage threshold, it moves -1 step on the condition track. An object that moves -5 steps on the condition track is disabled. Held, Carried, or Worn Objects: A held, carried, or worn object is much harderto hit than an unattended object and has a Reflex Defense equal to 10 + the object's size modifier + the Reflex Defense of the holder (not counting armor bonus or natural armor bonus, if any).

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

The Right Weapon for the Job: The GM may determine that certain weapons just can't deal damage effectively to certain objects. For example, you will have a hard time breaking open a blast door with a cesta or cutting a cable with a club. The GM may also rule that certain attacks are especially successful against some objects. For example, it's easy to sheer or ignite a curtain with a lightsaber.

Strength: All objects have a Strength score that represents their innate ability to bear weight (see Encumbrance, page 140). An object supporting weight in excess of its heavy load moves -1 step along the condition track immediately and another -1 step each round on the same initiative count. If an object is supporting weight in excess of twice its heavy load, it is immediately disabled.

Breaking an Object: When you try to break something with sudden force rather than by dealing regular damage, use a Strength check to determine whether you succeed. The DC depends more on the construction of the item than on the material (see Table 9-1: 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.

Charge 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.

Disarm As a standard action, you may attempt to disarm an opponent, forcing him to drop one weapon (or other object) that he is holding.

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. 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). If your disarm attack fails, your opponent can make an immediate free attack against you.

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.

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.

Fight Defensively 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. 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.

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.

Grab 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. 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.)

Grapple 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. 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. 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 and Crush, Trip, or Trip and Throw. 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 necessary. Size modifiers for the grapple check are as follows: Fine, -20; Diminutive, -15; Tiny, -10; Small, -5; Medium, +0; Large, +5; Huge, +10; Gargantuan, +15; Colossal, +20.

MOVE ACTIONS 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 (such as shouldering open a stuck door), ability checks might be required. Move actions include the following:

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

Draw or Holster a Weapon Drawing or holstering a weapon is a move action.

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 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: 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.

Stand Up Standing up from a prone position requires a move action. 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 15 Acrobatics check.

Withdraw 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. Once you clear the threatened area, you may continue to move, up to a total of half your speed. 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. 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).

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.

Swift actions include the following:

Activate an Item 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.

Aim 2 Swift Actions 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. 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.

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.

Deadeye: If you have the Deadeye feat (page 84), you deal extra damage when you take the time to aim first.

Catch a Second Wind As a swift action, you can catch a second wind (see Second Wind, page 146). You can only catch a second wind once per day. Only heroic characters can catch a second wind; nonheroic characters, objects, devices, and vehicles cannot.

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.

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

Fall Prone Falling into a prone position requires a swift action.

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.

Recover 3 Swift Actions 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). You cannot use the recover action while affected by a persistent condition (see Persistent Conditions, page 149).

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 standard action in the following round.

Full-round actions include the following:

Full Attack 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.

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.

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.)

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.

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 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.

Run You can run as a full-round action, moving up to four times your speed in a straight line (or three times your speed in a straight line if wearing heavy armor or carrying a heavy load). See the Endurance skill (page 66) for running rules.

SPECIAL COMBAT RULES This section describes various special rules that arise during combat. The rules are presented alphabetically by topic.

AREA ATTACKS 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 target. 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.

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").

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.

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.

ATTACKS OF OPPORTUNITY 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. 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.

Provoking an Attack of Opportunity Two actions can provoke attacks of opportunity:

• Moving out of a threatened square.

• Performing an action that distracts you from defending yourself and lets your guard down while within a threatened square.

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.

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).

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:

• Making an unarmed attack without the Martial Arts I feat • Aiming • Loading a weapon • Picking up an item • Retrieving a stored item • Moving into an enemy's square • Using any skill that distracts you or forces you to drop your guard (GM's determination)

Making an Attack of Opportunity 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. You can't make an attack of opportunity if you're flat-footed.

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.)

CONCEALMENT Concealment encompasses all circumstances where nothing physically blocks a blow or shot but where something interferes with an attacker's accuracy. 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 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 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.

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). Fog, smoke, foliage, and other visual obstructions work normally against characters with darkvision or low-light vision.

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 can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. If 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. 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. 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. An adjacent enemy never has cover.

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.

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. 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, 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 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. (+ 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 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 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) 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).

DIAGONAL MOVEMENT 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). A character can't move diagonally past the corner or end of a wall that extends to a grid corner.

DIFFICULT TERRAIN 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 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.

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 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.

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.

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 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. 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).

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.

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.


SOCIAL SYSTEMS

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.

SituationModifier
Fremd an dem Ort-5
Nur wenigen bekannt-2
Auf einer Veranstaltung bei der man sich nicht auskennt (Skill Rank < 5)-2
Auf einer Veranstaltung bei der man sich auskennt (Skill Rank 5-10)+2
Auf einer Veranstaltung bei der man sich sehr gut auskennt (Skill Rank > 11)+5
Fremder Angehöriger einer Rasse die unbekannt ist oder als gefährlich gilt-10
Fremder Angehöriger einer sonst an diesem Ort nicht vorkommenden Rasse-5
Kein Angehöriger der vorherschenden Rasse (trift z.B. auch bei einem Einhorn in Cloudsdale zu.)-2
VIP oder Super VIPsiehe Talents

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.

Unterschied im Social StatusErschwernis auf Maneuver
Gleicher Sozial Status0
Höheres Social Rating-2
Höheres Social Rating um 5 oder mehr-4
Höheres Social Rating um 10 oder mehr-6
Kleinerer Sozial Status+2
Kleinerer Sozial Status um 5 oder mehr+4
Kleinerer Sozial Status um 10 oder mehr+6

SOCIAL ACCESS RATING

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.

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

SOCIAL EVENTS

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

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

STATEMENTS

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

  • Statements:

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

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

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

  • Related Social Status:

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

  • Creating a Lie:

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

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

Social Basic Maneuver

  • Dispute:

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

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

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

  • Conversation:

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

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

  • Blocking:

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

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