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sw:reglfuskeri [2017/03/09 20:52]
jesper [Professions]
sw:reglfuskeri [2019/05/20 19:26] (current)
jesper
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 Se [[skills]] Se [[skills]]
- 
-**Stunned Manuver (SD)**\\ 
-Man slår skill +1d100 open ended -10 for hver runde man er stunned, og hvis man kommer over 100, er man ikke stunned i den runde. Hvis man ikke kommer over 100, er man stunned en runde mere. 
- 
-**Portaging Skill (no stat)**\\ 
-A character may develop a certain number of portaging skill ranks to increase his Max. capacity. The number of ranks a PC can develop is equal to his (St bonus)/5:\\ 
-Max. portaging ranks = (St bonus)/5.\\ 
-Portaging kan ikke bruges sammen med negation af armor Qu penalty (se Armor Qu Penalty). 
- 
-**Adrenal Quickdraw (Pr/SD)**\\ 
-Virker som beskrevet i RMC2, dog er det initiativ, man ikke mister (i stedet for activity), og det er ikke nødvendigt med en preparation round (hverken før eller efter). 
- 
-**Adrenal Landing (Pr/SD)\\ 
-Adrenal Strength (Pr/SD)\\ 
-Adrenal Speed (Pr/SD)\\ 
-Adrenal Leaping (Pr/SD)\\ 
-Adrenal Balance (Pr/SD)**\\ 
-Alle disse skills virker som beskrevet i RMC2 med følgende ændring: En preparation round er en runde, hvor man højst kan move 1 felt i movement fasen, og hvor man har -20 til alle andre actions. For Speed og Strength gælder: -20 at bruge Adrenal skill i melee, -10 under missile attack. 
- 
-**Frenzy (Em/SD)**\\ 
-  * Det tager en hel runde at prøve at gå Frenzy. 
-  * Man laver et Frenzy skill roll i static actions fasen. 
-  * Man har -25 til dette slag, hvis man er stunned, eller -50 hvis man er SUP. 
-  * Resultat af Frenzy skill roll: 
-  * Under 101 = Failure. Man har ingen Qu forsvar, og man kan hverken angribe eller parere. 
-  * 101-175 = Success. Samme som Failure, men man er Frenzy fra næste runde. 
-  * Over 175 = Instant Frenzy. Man er Frenzy med det samme. 
-  * Effects of Frenzy: 
-  * +30 Melee OB 
-  * x2 Damage 
-  * Ignores Stun 
-  * Ignores Bruises 
-  * -30 Perception 
-  * Ingen Qu/​Shield/​Parry 
-  * Man besvimer ikke, før man dør (på -Co stat). 
- 
-**Weapon skills: Development**\\ 
-Weapon skills are not developed seperately for each weapon. Instead each weapon category (1H Edged, 1H Concussion, 2 Handed, Thrown, Missile, Pole Arms) is developed as a skill, and the full skill bonus applies to all weapons in the category. 
- 
-**Weapon skills: 20+ ranks**\\ 
-Any combatant with 20 or more ranks in a weapon skill are allowed to split his OB in two and make two attacks in the same round. If 30 or more ranks he can split it in 3 and so forth... Some exceptions exist:\\ 
-  * In missile attacks it is assumed the shooter fires more arrows from one string, thus no more than two arrows can be fired in one rund. Crossbows cannot fire multiple arrows. 
-  * Thrown weapons can not make multiple attacks (but one could throw a weapon and attack if enough ranks in both skills). 
-  * Two Weapon Combo does not not allow multiple attacks as it's already a multiple attack. 
- 
-**Leadership**\\ 
-This skill may be used to rally fleeing allies within 30" that failed a fear roll. If 176+ add 25 to the fear roll. If below zero all allies who made the last fear roll must check for fear again. If a fleeing allies fails his fear roll again he can't be rallied again. 
- 
-**Swimming: in Armor**\\ 
-While swimming the final movement modifier for armors are doubled for chainmails, and for platemails trippled. 
- 
-**Skills fra Arms Companion**\\ 
-Kun de skills som står i tabellen må bruges, og med den Level Bonus som er angivet i tabellen: 
-^ Skill ^ Stat ^ Level Bonus ^ 
-| Awakening | In | Concentraion | 
-| Cryptography | In/Re | Academic | 
-| Dentistry | Me/Ag | Medical | 
-| Donning and Doffing Armor | Qu/Ag | Arms Law Combat | 
-| Holding Breath | Co/SD | Concentration | 
-| Hygiene | Co/SD | Medical | 
-| Intimidation | Pr/Re | Social | 
-| Looting | Qu/Pr | General | 
-| Portaging | ingen | ingen | 
-| Prepared Shot | SD/In | Concentration | 
-| WOW: Pain | SD | Body Development |  
-| WOW: Unconsciousness | SD | Body Development | 
-| Weapon Casting | St/Ag | ingen | 
- 
  
  
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 **Shield Parry**\\ **Shield Parry**\\
 A shield may be used to parry one missile attack from one single foe once per round. The maximum parry bonus a Shield may parry missile attacks with is equal to the shields passive missile DB x 3. If a shield parry is initiated, the character must subtract the same amount from his OB as a normal melee parry. Furthermore,​ a character parrying missiles with his shield is only allowed to move half his baserate that turn. A shield may be used to parry one missile attack from one single foe once per round. The maximum parry bonus a Shield may parry missile attacks with is equal to the shields passive missile DB x 3. If a shield parry is initiated, the character must subtract the same amount from his OB as a normal melee parry. Furthermore,​ a character parrying missiles with his shield is only allowed to move half his baserate that turn.
 +In melee if a shield is used any OB used to parry will be for all fronts because of the shield.
  
 **Haste and Melee**\\ **Haste and Melee**\\
sw/reglfuskeri.1489089158.txt.gz · Last modified: 2017/03/09 20:52 by jesper