Date: Wed, 7 Feb 1996 14:45:15 -0500 From: rlmiller@chemdept.chem.ncsu.edu To: Multiple recipients of listSubject: Re: MA's and stuff
Here is the stuff that Joel created for your viewing pleasure.
A character may throw an extra attack per round for every 10 ranks of skill in a weapon. If a character chooses to throw more than one attack and split that attack into X number of attacks and X number of parries, he must declare the order at the beginning of the round.
rank attacks 10 two 20 three 30 four etc....... Penalties for more than one attack # Attacks vs 1 opponent vs 2 opponents vs 3 opponents 1 -0 -20 -40 2 -30 -50 -70 3 -60 -80 -100 4 -90 -110 -130 5 -120 -140 -160 6 -150 -170 -190 7 -180 -200 -220 # Attacks vs 4 opponents vs 5 opponents vs 6 opponents 1 -60 -80 -100 2 -90 -110 -130 3 -120 -140 -160 4 -150 -170 -190 5 -180 -200 -220 # Attacks vs 7 opponents vs 8 opponents vs 9 opponents 1 -120 -140 -160 2 -150 -170 -190 3 -180 -190 -220 4 -210 -220 -250 5 -240 -250 -280
Example: Org has an OB of 290 and is fighting 3 opponents. Org wants to throw 6 attacks, so that he may attack each opponent once and throw three parries. Org's OB will be 290 - 190 = +100. Therefore Org will throw three attacks at +100 and three parries at +100. He also must declare the order in which they go, so he chooses to parry 3x's first than throw his 3 attacks.
The character that wishes to fire more than one arrow/rnd must make a successful Iai (arrow) skill. This is a more specialized use of the Iai skill and must be developed separately from Iai. A successful skill check is made upon a roll of +111. If successful the character does not suffer a -30 penalty for drawing the next arrow. The skill check is modified by an additional -10 for each arrow past two that the character wishes to draw. A character must still have sufficient ranks to fire more than once per round, and a character can still fire a second arrow without this skill but at a -30. A fumble with this skill causes the character to lose all attacks for the round and earns a roll on the fumble chart.
Directed Weapons Master
The following abilities are rank based and not skill based.
Melee Rank 40 (skill bonus +85) As long as the attack does a critical, the critical becomes a "C" Rank 60 (skill bonus +95) As long as the attack does a critical, the critical becomes a "E" Rank 80 (skill bonus +105) Spell Sheild: The character may parry incoming spells. Sheer Folly Manuver 90% activity 15 exhaustion pts/rnd % on MM chart is % of OB subtracted from attack spell On BAR of spell treat wielder as having metal helm and armor Rank 100 (skill bonus +115) Steel Wall: May parry any attack from two directions only Sheer Folly Manuver 100% activity 30 exhaustion pts/rnd % on MM chart is % of OB subtracted from attack Rank 150 (skill bonus +140) As long as an attack does a critical, the critical becomes "Holy" Rank 200 (skill bonus +165) As long as an attack does a critical, the critical becomes "Slaying" Rank 250 (skill bonus +190) The Way: May use the Mana Molding list to 25th level Absurd Manuver 10 exhaustion pts/rnd 10% activity Should only be used in conjunction with the use of the weapon. Missile Rank 40 (skill bonus +85) As long as the attack does a critical, the critical becomes a "C" Rank 60 (skill bonus +95) As long as the attack does a critical, the critical becomes a "E" Rank 80 (skill bonus +105) Find Foe: May shoot around corners Only hits targets within 90% Sheer Folly Manuver 20% activity 15 exhaustion pts/rnd % of MM is %OB available for attack Rank 100 (skill bonus +115) Eagle Shot: May shoot bank shots off objects Only hit targets with 270% Absurd Manuver 25% activity 15 exhaustion pts/rnd % of MM is %OB available for attack Rank 150 (skill bonus +140) As long as an attack does a critical, the critical becomes "Holy" Rank 200 (skill bonus +165) As long as an attack does a critical, the critical becomes "Slaying" Rank 250 (skill bonus +190) The Way: May use the Mana Molding list to 25th level Absurd Manuver 10 exhaustion pts/rnd 10% activity Should only be used in conjunction with the use of the weapon. Options 1) Give the character the chance to develop special skill orientated abilities when working with that weapon.(see table for examples) 2) Give the character an equal number of ranks for use with the skills Reverse stroke, Yado, and Iajitsu when using their prime weapon 3) combine Options one and two 4) As option two, but at one-half the number of ranks 5) Others as necessary to fit world design author: Joel Blair
There it is, I have some more stuff that concerns static skills that I will try to post as I enter it in.
russ miller "meddle not in the affairs of GM's for they are quick and subtle to anger"