Rules I (Only War): Stats & Tests

Nyt område til ny campaign...

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Jaked_One
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Rules I (Only War): Stats & Tests

Post by Jaked_One » Tue 19 Mar 2013, 21:49:14

Det er jo WH, så stats'ne er givet. De er nærmest the grand daddy of them all. En slags dino-metode til beskrivelse af karakteren: hvor grænsen mellem skill og stat ikke er helt gennembagt - det er jo bare til tabletop! :D
Som jeg husker det oprindelige WHFRPG og min beta af 2nd'ed - så er dette den nemme del. Et skill-rul i een eller anden form kaldes en test. Det bliver først svært, når vi kommer til talents, skills, powers og implants: for logikken mellem Stat, skill, talent og rul er ikke altid superintuitiv.

Spørgsmål og kommentarer er velkomne. Kætteri er forbudt.

CHARACTERISTICS Characteristics represent a character’s raw potential and natural physical and mental gifts, such as his strength, agility, intelligence, and skill with melee and ranged weaponry. Characteristics operate on a scale of 1 to 100 and the higher the Characteristic is, the more raw talent the character has in that particular area. There are nine different Characteristics in ONLY WAR and each represents a different area of mental or physical attributes. Each is listed briefly here, with its common abbreviation (Willpower, for example, is often abbreviated as “WP” in game text).

WEAPON SKILL (WS) Weapon Skill measures a character’s competence in hand-to- hand fighting, whether using fists, knives, or chainswords.

BALLISTIC SKILL (BS) Ballistic Skill reflects a character’s accuracy with ranged weapons, whether lasguns, missile launchers, or even throwing knives.

STRENGTH (S) Strength represents how physically strong a character is.

TOUGHNESS (T) Toughness defines how easily a character can shrug off injury as well as how easily he can resist toxins, poisonous environments, disease, and other physical ailments.

AGILITY (AG) Agility measure’s a character’s quickness, reflexes and poise.

INTELLIGENCE (INT) Intelligence is a measurement of a character’s acumen, reason and general knowledge.

PERCEPTION (PER) Perception describes how aware a character is of his surroundings and the acuteness of his senses.

WILLPOWER (WP) Willpower demonstrates a character’s mental strength and resilience; his strength and toughness of mind. It is his ability to withstand the horrors of war, the terrors of the unknown, and—in the case of rare individuals—the potency of his psychic powers.

FELLOWSHIP (FEL) Fellowship is a character’s ability to interact with others, and represents his ability to charm, command, or deceive.

Tests
The Test is the basic mechanic by which success or failure is determined in ONLY WAR. Whenever a character performs a task or action that has a direct or dramatic effect on the game—be it firing a lasgun at a fleeing enemy, fast-talking a commanding officer, healing a comrade, or negotiating with an enemy—that character may be called on to make a Test to determine whether their action succeeds or fails.

THE CORE MECHANIC
To make a Test, follow these steps. • Determine the Skill or Characteristic being Tested. Each Test identifies one Characteristic or a Skill (which is a Characteristic modified by certain training) that must be Tested.

• Once the Skill or Characteristic is identified, take the value of the Skill or Characteristic. This will be a number between 1 and 100.

• Once the player has that number, he should identify any modifiers that may affect the Test, either positive or negative. Easier Tests may grant bonuses (such as +10 or +20) to the Skill or Characteristic being Tested for the duration of the Test, while more difficult Tests may impose penalties (such as –10 or –20). In addition, actions and environmental conditions may impose further modifiers. Aiming a gun before firing it may grant a bonus to a Ballistic Skill Test, while running through deep snow may impose a penalty to an Athletics Test.

• Add all the modifiers together. Positive and negative modifiers may negate each other. Once all modifiers have been combined, the player should be left with a final number. This number may be greater than 100, or less than zero, but will typically be a number between 1 and 100.

• Make a percentile roll (see page 28). • If the result of the percentile roll is less than or equal to the Skill or Characteristic being Tested, after all modifiers are applied, then the Test succeeds.

• If the result of the percentile roll is greater than the Skill or Characteristic being Tested, after all modifiers are applied, then the Test fails.

• Note, that if the result of the percentile roll is a natural 1, the Test succeeds, even if the total modifiers made the Skill or Characteristic less than 1. Likewise, if the result is a natural 100, then the Test fails, even if the total modifiers made the Skill or Characteristic greater than 100.

- Automatic success or failure is the GM’s call. “No fishing for 1’s”

SKILL TESTS
The Skill Test is the most common Test performed in ONLY WAR. Each Skill is governed by a corresponding Characteristic, which sets the base level of the Skill on a scale of 1-100. For example, Dodge is governed by the Agility Characteristic and Scrutiny is governed by the Perception Characteristic. To make a Skill Test, the Core Mechanic is used. The player first adds all relevant positive and negative modifiers determined by the Game Master to the governing Characteristic. Once the final result is tallied, the player then makes a percentile roll.

A Skill Test succeeds if the result of the percentile roll is equal to or less than the final target number after all modifiers are applied. A Skill Test fails if the result of the percentile roll is higher than the final target number after all modifiers are applied. Succeeding at a Skill Test is always easier if a character has training in the Skill being Tested. A character can attempt to use any Skill untrained, but does so at a heavy disadvantage. Any attempt to Test an untrained Skill suffers a –20 penalty in addition to any other penalties. For more about Skill Tests and their penalties and benefits see page 112.

EXAMPLE
Guardsman Darius is trying to get some green conscripts to join him in an attack on an enemy outpost. Due to the risky nature of the demand, the GM decides that this requires a Command Test. If he had been trained in the ways of commanding men, Darius would make this Test against his Fellowship of 33. However, as he is untrained in this particular Skill, he suffers a –20 to his Characteristic and must roll under 13 to succeed.

CHARACTERISTIC TESTS
There are times over the course of an ONLY WAR game when no amount of education or training suffices, and a player must rely simply on raw physical prowess or mental acumen. Breaking through a reinforced door or resisting torture are two tasks that call for Characteristic Tests. Again, the Core Mechanic is used. First the Game Master determines the most appropriate Characteristic for the Test, then the player makes a percentage roll.

If the roll is less than or equal to the Characteristic after any modifiers are applied, then the Test is successful. If the roll is higher than the Characteristic after any modifiers are applied, then the Test fails.

DEGREES OF SUCCESS AND FAILURE
During an ONLY WAR game, knowing whether a Test has succeeded or failed is typically sufficient. There are times, however, when it is helpful to know just how well a character has succeeded at a given task, or just how badly he has failed. This is of particular importance with social skills, such as Charm and Inquiry, as well as during some combat situations such as when firing an automatic weapon.

Measuring a character’s Degrees of Success or Failure is a rather straightforward process. Once the percentage roll for the Test is made, compare the outcome of the roll with the modified Characteristic score. If the roll is equal to or lower than the Characteristic, the character has gained one Degree of Success. Furthermore, every 10 points by which the Test succeeds grants yet another Degree of Success. Conversely, if the roll is higher than the Characteristic, the character has gained one Degree of Failure, and gains an additional Degree of Failure for every additional 10 points rolled over the Characteristic.

EXTENDED TESTS
Occasionally, a character will attempt a task so complicated that it will require quite a length of time to complete. In cases such as these, the Game Master may require multiple Skill Tests to complete the task. This is known as an Extended Test. In general, each Skill states within its description whether it requires an Extended Test. However, the Game Master may adjust the time represented by each Test to best suit the situation and the needs of his campaign.

OPPOSED TESTS There are times when a character needs to Test himself against a foe, and times like these call for an Opposed Test. In an Opposed Test, each participant makes his appropriate Test normally and whoever succeeds wins the Test. If both parties succeed, the party with the most Degrees of Success wins the Test. If the number of successes is equal, then the party with the highest Characteristic bonus wins. If the result is still a tie, then the lowest die roll wins. Should both parties fail, then one of two things occurs: either the Test ends in a stalemate and nothing happens, or both parties re-roll until there is a clear winner. Either outcome is appropriate and is left to the GM’s discretion.

EXAMPLE Darius is on the front line of a battle against the ferocious Iron ‘Orde Orks. As they clash in battle, an Ork Boy attempts to grab the lasgun out of Darius’ hands and the GM calls for an opposed Strength Test. Darius’ player rolls against his character’s Strength of 36 while the GM rolls against the Ork Boy’s Strength of 45. Darius’ player rolls a 34, a success but only just. The GM rolls a 13 and succeeds with four Degrees of Success, a much better roll than Darius’. The Ork Boy rips the lasgun from Darius’ hands, leaving the Guardsman defenceless in the heat of battle.

TEST DIFFICULTY
No two Tests are created equal. Piloting a skimmer across an open field is one thing, while racing through a ruined, debris- choked cityscape while under heavy fire is quite another. Both require Operate (Surface) Tests, but the latter is demonstrably more difficult than the former. The question, however, is just how much harder is piloting a skimmer through a war-torn city? This is where Test difficulty and the Game Master’s discretion come into play. While the difficulty of a given Test is sometimes clearly stated by the rules, often it is left to the GM to determine just how difficult an action is. Once the difficulty of a task has been determined, the GM needs to consult Table 1–3: Test Difficulty below to find the appropriate modifier. The difficulty modifier is then applied to the governing Characteristic associated with the Test before the percentile roll is made.

EXAMPLE
Darius is attempting to ascertain the squad’s location on an alien world using only the ancient and outdated maps provided by the Departmento Munitorum. Due to the age of the maps, the Game Master decrees that this a Hard (–20) Navigation (Surface) Test. Normally, Darius would Test against his Intelligence of 38. In this instance, however (as this is a Hard Test), he suffers a –20 penalty to his Characteristic and must roll an 18 or less to pass the Test.
There is inherently no silver bullet...

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