Date: Wed, 18 Oct 1995 22:14:23 -0400 From: sfedi@dc.uba.ar (Sergio Bruno Fedi de Oro) To: Multiple recipients of listSubject: Skill Modifiers
Here are some of the modifiers for certain skills I ve promised to post.
FIRST AID (?/?) 1 Rk allows to stop a bleed of up to 5 hits per round in limbs. You have to spend 100% of a round per hit/rnd. To reduce the amount of time involved in healing the wound, you must roll for each hit/rnd, or (I would prefer this) for each wound. Apply any applicable modifier and consult the table: Percentage of turn wished to repair the wound. Difficulty 90% +20 80% +10 70% +00 60% -10 50% -20 40% -30 30% -50 20% -70 10% -100 5% -150 If wound isn t on a limb: Remember to use these modifiers with a "friendly" static maneuver table. One which allow rolls on Partial Success and so on. Hits/rnd Penalty 1 +30 2 +20 3 +10 4 +00 5 -10 AND you spend 100% of round per each hit/rnd. If you want to shrten this, see above. But do the following: substract 30 from the above mod. So if you want to cure 1 "torso" hit per rnd in 90% time, you should have +30 from above, +20 from above above, and -30 from here. A total of +20. YADO Consume 1 exh.pt. cada 2 turnos Thrown Very Hard Missile Extr. Hard Bolts Sheer Folly Yado a 2 ataques -30 " 3 " -50 " 4 " -70 " 5 " -100 " 6 " -120 " 7 " -150 " 8 " -170 " 9 " -200 Emplear 100% del turno +30 Emplear 75% del turno +00 Emplear 50% del turno +1 dificultad En melee +50 Catch Attack * +1 dificultad Ataque de Flanco ** -30 Ataque de Rear ** -50 Option: Use the result from the M/M Table as a percentage of the OB (wether from the attacker or the defender) that is used to reduce the "air" attack. * Catch Attack: Instead of adding the M/M table result to the DB, use that number as the chance of complete cancel of the attack. In the case of bolts, resolve it anyway but with a 0 OB, thus, showing the danger/power of bolts. ** Reverse strike could cancel/diminish these penalizations. ACROBATICS Roll (open ended) + Acrobatics Skill Bonus + Flying Maneuver Modifier + MM Modifiers Consult the Movement-Maneuver Table. The result is the percentage of the round that you are allowed to act. That means that, the higher the result, the less time you loose maneuvering and stabilizing yourself in the air. If the result shows a number greater than 100 then, this could be used to move more than what was attempted to, though you should have the means to (i.e. the spell allows that much movement) In the case of a fumble. you would be stunned as many rounds as the number of box of "fall down" you are. Ej.:(-51)-(-100) en Medium would leave 1 round stunned. The same result in Sheer Folly would lead 6 rounds. (-151)-(-200) en Medium son 3 turnos; (-201+) en Medium son 4. Add to this the Stress crit. from the Man Fumbl Chart if Comp IV Page9 Sect 3.3 MANIOBRA DIFFICULTY FLYING MANEUVER MODIFIER -------- ---------- ------ -------- -------- Prepare Medium +30 Cast Medium Mov.1/2 Base Rate Light Mov.Base Rate Medium Mov.15' Light Mov.30' Light Mov.75' Medium Mov.150' Hard Mov.300' V.Hard Mov.450' E.Hard Holding with one hand to something soli +30 Melee Hard witha hand free Medium If two diff.apply then choose the worse. Remember that these guidelines are meant to level the non with the semis and the pures. The (IMO) intent is to make skills much more useful by detailing them better, so the players have a solid ground from where to plan their actions. Note that Yado mods may seem quite "good", this is to make the skill competeable (?) against the shield ways, etc lists. (and I don t allow parry against "air" attacks in my campaign, so I had to balance things a bit).