Skill Modifiers

by Sergio Brune Fedi de Oro

Date: Wed, 18 Oct 1995 22:14:23 -0400 From: sfedi@dc.uba.ar (Sergio Bruno Fedi de Oro) To: Multiple recipients of list Subject: 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).

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