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Found 4 results

  1. Hey there. I'm new to these forums, so I wanted to say my greetings. I've been running an Aberrant game on saturdays for.. about 3 years now? wow, time flies. Anyway, a player just this evening asked me about the rules for making super tech gadgets and.. I realized I cant find them anywhere. ,, I vaguely remember (have never really used those rules) that you need to copy a pre existing power, and that there is time involved to develop your gadget, but beyond that, nothing. ,, The problem is, I cant find the rules for technology anywhere. Could someone point me towards which book I should be checking, again? I've checked the core and the players guide, but no luck. Probably skipped them somehow since the index is ...less than useful
  2. All characters get 1 MINOR and 1 MAJOR action in each combat round. If you wish you can use your MAJOR action to due a second MINOR action instead. Minor Actions: Ready: You unsheathe a weapon, pull out a tool, or otherwise get ready to use some stowed item on your person. As part of this action, you can also put away something you already had in hand. Move: You travel up to your Speed in yards. If you limit your travel to half your Speed you can also fall prone, stand up, or mount or dismount a horse or vehicle. Aim: You carefully plan your next strike. If your next action is a melee attack or ranged attack (even on your next turn), you gain a +1 bonus on that attack roll. Activate: This action is used with certain powers or items whose descriptions say something like, “Use an activate action to…” Major Actions: Melee Attack: You attack an enemy within 2 yards in hand-to-hand combat. Ranged Attack: You attack an enemy by firing or throwing a missile weapon. Run: You travel up to double your Speed in yards. You must be in a standing position to do this. Defend: You gain a +2 bonus to your Defense until the beginning of your next turn. Heal: You provide first aid to an injured ally. You must be within 2 yards of them and have bandages ready (per the ready action). Make a TN 11 Cunning (Healing) test. If successful, your ally gains Health equal to your Cunning plus your dragon die result; that ally can’t benefit from another heal action until he takes more damage.
  3. Charisma-Linked opposed Tests (130) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 87px; height: 17px"> Skill Used </td> <td style="width: 159px; height: 17px"> Acting Character Rolls </td> <td style="width: 208px; height: 17px"> Target Character Rolls </td> </tr> <tr> <td style="width: 87px; height: 15px"> Con </td> <td style="width: 159px; height: 15px"> Con + Charisma </td> <td style="width: 208px; height: 15px"> (Con or Negotiation) + Charisma </td> </tr> <tr> <td style="width: 87px; height: 20px"> Etiquette </td> <td style="width: 159px; height: 20px"> Etiquette + Charisma </td> <td style="width: 208px; height: 20px"> Perception + Charisma </td> </tr> <tr> <td style="width: 87px; height: 20px"> Intimidation </td> <td style="width: 159px; height: 20px"> Intimidation + Charisma </td> <td style="width: 208px; height: 20px"> Intimidation + Willpower </td> </tr> <tr> <td style="width: 87px; height: 20px"> Leadership </td> <td style="width: 159px; height: 20px"> Leadership + Charisma </td> <td style="width: 208px; height: 20px"> Leadership + Willpower </td> </tr> <tr> <td style="width: 87px; height: 24px"> Negotiation </td> <td style="width: 159px; height: 24px"> Negotiation + Charisma </td> <td style="width: 208px; height: 24px"> Negotiation + Charisma </td> </tr> </tbody></table> Success Test Difficulties Table (62) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 213px; height: 32px"> Difficulty </td> <td style="width: 240px; height: 32px"> Threshold </td> </tr> <tr> <td style="width: 213px; height: 34px"> Easy </td> <td style="width: 240px; height: 34px"> 1 </td> </tr> <tr> <td style="width: 213px; height: 33px"> Average </td> <td style="width: 240px; height: 33px"> 2 </td> </tr> <tr> <td style="width: 213px; height: 34px"> Hard </td> <td style="width: 240px; height: 34px"> 3 </td> </tr> <tr> <td style="width: 213px; height: 20px"> Extreme </td> <td style="width: 240px; height: 20px"> 5+ </td> </tr> </tbody></table> Task Difficulty Threshold (64) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 211px; height: 20px"> Difficulty </td> <td style="width: 234px; height: 20px"> Threshold </td> </tr> <tr> <td style="width: 211px; height: 22px"> Easy </td> <td style="width: 234px; height: 22px"> 6 </td> </tr> <tr> <td style="width: 211px; height: 17px"> Average </td> <td style="width: 234px; height: 17px"> 12 </td> </tr> <tr> <td style="width: 211px; height: 12px"> Hard </td> <td style="width: 234px; height: 12px"> 18 </td> </tr> <tr> <td style="width: 211px; height: 24px"> Extreme </td> <td style="width: 234px; height: 24px"> 24+ </td> </tr> </tbody></table> Concealability Table (311) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 164px; height: 41px"> Concealability Modifier </td> <td style="width: 350px; height: 41px"> Examples </td> </tr> <tr> <td style="width: 164px; height: 26px"> -6 </td> <td style="width: 350px; height: 26px"> RFID tag, bug, slap patch, micro-electronics, micro-drone </td> </tr> <tr> <td style="width: 164px; height: 38px"> -4 </td> <td style="width: 350px; height: 38px"> Holdout pistol, monowhip, ammo, credstick, chips/softs, sequencer/passkey </td> </tr> <tr> <td style="width: 164px; height: 34px"> -2 </td> <td style="width: 350px; height: 34px"> Light pistol, knife, sap, minidrone, microgrenade, flash-pak, jammer </td> </tr> <tr> <td style="width: 164px; height: 23px"> +0 </td> <td style="width: 350px; height: 23px"> Heavy pistol, taser, grenade, goggles, commlink </td> </tr> <tr> <td style="width: 164px; height: 28px"> +2 </td> <td style="width: 350px; height: 28px"> Machine pistol, medkit, club </td> </tr> <tr> <td style="width: 164px; height: 25px"> +4 </td> <td style="width: 350px; height: 25px"> SMG, stun baton, sword </td> </tr> <tr> <td style="width: 164px; height: 25px"> +6 </td> <td style="width: 350px; height: 25px"> Assault rifle, katana </td> </tr> </tbody></table> Perception Test Tables (136) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 164px; height: 21px"> Item/Event is </td> <td style="width: 104px; height: 21px"> Threshold </td> <td style="width: 237px; height: 21px"> Examples </td> </tr> <tr> <td style="width: 164px; height: 35px"> Obvious/Large/Loud </td> <td style="width: 104px; height: 35px"> 1 </td> <td style="width: 237px; height: 35px"> Neon sign, running crowd, yelling, gunfire </td> </tr> <tr> <td style="width: 164px; height: 31px"> Normal </td> <td style="width: 104px; height: 31px"> 2 </td> <td style="width: 237px; height: 31px"> Street sign, average pedestrian, conversation, silenced gunfire </td> </tr> <tr> <td style="width: 164px; height: 37px"> Obscurred/small/Muffled </td> <td style="width: 104px; height: 37px"> 3 </td> <td style="width: 237px; height: 37px"> Item dropped under table, contactlense, whispering </td> </tr> <tr> <td style="width: 164px; height: 74px"> Hidden/Micro/Silent </td> <td style="width: 104px; height: 74px"> 5+ </td> <td style="width: 237px; height: 74px"> Secret door, needle in Haystack, subvocal speech </td> </tr> </tbody></table> <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 144px; height: 48px"> Situation </td> <td style="width: 88px; height: 48px"> Dice Pool Modifier </td> <td rowspan="5" style="width: 24px; height: 48px"> </td> <td style="width: 170px; height: 48px"> Situation </td> <td style="width: 75px; height: 48px"> Dice Pool Modifier </td> </tr> <tr> <td style="width: 144px; height: 23px"> Perceiver is distracted </td> <td style="width: 88px; height: 23px"> -2 </td> <td style="width: 170px; height: 23px"> Object/sound stands out in some way </td> <td style="width: 75px; height: 23px"> +2 </td> </tr> <tr> <td style="width: 144px; height: 48px"> Perceiver is actively looking/listening for it </td> <td style="width: 88px; height: 48px"> +3 </td> <td style="width: 170px; height: 48px"> Interfering sight/odor/sound </td> <td style="width: 75px; height: 48px"> -2 </td> </tr> <tr> <td style="width: 144px; height: 42px"> Object/sound not in immediate vicinity </td> <td style="width: 88px; height: 42px"> -2 </td> <td style="width: 170px; height: 42px"> Perceiver has active enhancements </td> <td style="width: 75px; height: 42px"> +rating </td> </tr> <tr> <td style="width: 144px; height: 53px"> Object/sound far away </td> <td style="width: 88px; height: 53px"> -3 </td> <td style="width: 170px; height: 53px"> Perceiver using virtual reality </td> <td style="width: 75px; height: 53px"> -6 </td> </tr> </tbody></table> Visibility Modifiers (152) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 177px; height: 35px"> Visibility Modifiers </td> <td style="width: 74px; height: 35px"> Normal </td> <td style="width: 83px; height: 35px"> Low-Light </td> <td style="width: 83px; height: 35px"> Thermo </td> <td style="width: 90px; height: 35px"> Ultrasound </td> </tr> <tr> <td style="width: 177px; height: 21px"> Full Darkness </td> <td style="width: 74px; height: 21px"> -6 </td> <td style="width: 83px; height: 21px"> -6 </td> <td style="width: 83px; height: 21px"> -3 </td> <td style="width: 90px; height: 21px"> -3 </td> </tr> <tr> <td style="width: 177px; height: 18px"> Partial Light </td> <td style="width: 74px; height: 18px"> -2 </td> <td style="width: 83px; height: 18px"> 0 </td> <td style="width: 83px; height: 18px"> -2 </td> <td style="width: 90px; height: 18px"> -1 </td> </tr> <tr> <td style="width: 177px; height: 13px"> Glare </td> <td style="width: 74px; height: 13px"> -1 </td> <td style="width: 83px; height: 13px"> -1 </td> <td style="width: 83px; height: 13px"> -1 </td> <td style="width: 90px; height: 13px"> 0 </td> </tr> <tr> <td style="width: 177px; height: 28px"> Light Fog/Mist/Rain/Smoke </td> <td style="width: 74px; height: 28px"> -2 </td> <td style="width: 83px; height: 28px"> -1 </td> <td style="width: 83px; height: 28px"> 0 </td> <td style="width: 90px; height: 28px"> -1 </td> </tr> <tr> <td style="width: 177px; height: 24px"> Heavy Fog/Mist/Rain/Smoke </td> <td style="width: 74px; height: 24px"> -4 </td> <td style="width: 83px; height: 24px"> -2 </td> <td style="width: 83px; height: 24px"> -2 </td> <td style="width: 90px; height: 24px"> -2 </td> </tr> <tr> <td style="width: 177px; height: 20px"> Thermal Smoke </td> <td style="width: 74px; height: 20px"> -4 </td> <td style="width: 83px; height: 20px"> -2 </td> <td style="width: 83px; height: 20px"> -6 </td> <td style="width: 90px; height: 20px"> -2 </td> </tr> </tbody></table> Movement Table (149) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 175px; height: 34px"> Metatype </td> <td style="width: 172px; height: 34px"> Walking Rate </td> <td style="width: 155px; height: 34px"> Running Rate </td> </tr> <tr> <td style="width: 175px; height: 23px"> Humans, Elvese, Orks </td> <td style="width: 172px; height: 23px"> 10 Meters/turn </td> <td style="width: 155px; height: 23px"> 25 Meters/turn </td> </tr> <tr> <td style="width: 175px; height: 18px"> Dwarfs </td> <td style="width: 172px; height: 18px"> 8 Meters/turn </td> <td style="width: 155px; height: 18px"> 20 Meters/turn </td> </tr> <tr> <td style="width: 175px; height: 30px"> Trolls </td> <td style="width: 172px; height: 30px"> 15 Meters/turn </td> <td style="width: 155px; height: 30px"> 35 Meters/Turn </td> </tr> </tbody></table> Matrix Search Table (230) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 239px; height: 20px"> Information is: </td> <td style="width: 151px; height: 20px"> Threshold </td> </tr> <tr> <td style="width: 239px; height: 17px"> General Knowledge or Public </td> <td style="width: 151px; height: 17px"> 6 </td> </tr> <tr> <td style="width: 239px; height: 12px"> Limited interest or Not publicized </td> <td style="width: 151px; height: 12px"> 12 </td> </tr> <tr> <td style="width: 239px; height: 17px"> Hidden or Actively Hunted and Erased </td> <td style="width: 151px; height: 17px"> 24 </td> </tr> <tr> <td style="width: 239px; height: 14px"> Protected or Secret </td> <td style="width: 151px; height: 14px"> n/a </td> </tr> <tr> <td style="width: 239px; height: 8px"> Information is: </td> <td style="width: 151px; height: 8px"> Dice Pool Modifiers </td> </tr> <tr> <td style="width: 239px; height: 19px"> Intricate or Specialised </td> <td style="width: 151px; height: 19px"> -1 </td> </tr> <tr> <td style="width: 239px; height: 23px"> Obscure </td> <td style="width: 151px; height: 23px"> -2 </td> </tr> <tr> <td style="width: 239px; height: 25px"> Area Searched </td> <td style="width: 151px; height: 25px"> Interval </td> </tr> <tr> <td style="width: 239px; height: 26px"> Single Node or Signal Area </td> <td style="width: 151px; height: 26px"> Complex Action </td> </tr> <tr> <td style="width: 239px; height: 29px"> All Subscribed Devices and Nodes </td> <td style="width: 151px; height: 29px"> Complex Action </td> </tr> <tr> <td style="width: 239px; height: 24px"> Entire Matrix </td> <td style="width: 151px; height: 24px"> 1 Minute </td> </tr> </tbody></table> Signal Rating Table (222) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 58px; height: 32px"> Signal Rating </td> <td style="width: 57px; height: 32px"> Signal Range </td> <td style="width: 387px; height: 32px"> Examples </td> </tr> <tr> <td style="width: 58px; height: 28px"> 0 </td> <td style="width: 57px; height: 28px"> 3 m </td> <td style="width: 387px; height: 28px"> Nanoware transceivers, cyberware, intra-PAN devices </td> </tr> <tr> <td style="width: 58px; height: 23px"> 1 </td> <td style="width: 57px; height: 23px"> 40 m </td> <td style="width: 387px; height: 23px"> RFID tags, handheld electronics </td> </tr> <tr> <td style="width: 58px; height: 17px"> 2 </td> <td style="width: 57px; height: 17px"> 100 m </td> <td style="width: 387px; height: 17px"> Headware transceivers, micro-drone sensors </td> </tr> <tr> <td style="width: 58px; height: 40px"> 3 </td> <td style="width: 57px; height: 40px"> 400 m </td> <td style="width: 387px; height: 40px"> Average commlinks, residential/small business wi-fi routers, vehicular autonav sensors </td> </tr> <tr> <td style="width: 58px; height: 28px"> 4 </td> <td style="width: 57px; height: 28px"> 1 km </td> <td style="width: 387px; height: 28px"> Crawler-drone sensors </td> </tr> <tr> <td style="width: 58px; height: 31px"> 5 </td> <td style="width: 57px; height: 31px"> 4 km </td> <td style="width: 387px; height: 31px"> Cyberlimb transceivers, heavy drone surveillance sensors </td> </tr> <tr> <td style="width: 58px; height: 28px"> 6 </td> <td style="width: 57px; height: 28px"> 10 km </td> <td style="width: 387px; height: 28px"> Cell-Phone towers, public access wi-fi routers </td> </tr> <tr> <td style="width: 58px; height: 36px"> 7 </td> <td style="width: 57px; height: 36px"> 40 km </td> <td style="width: 387px; height: 36px"> Targeting sensors for ground vehicle weapons (ATGMs, tang guns, etc.) </td> </tr> <tr> <td style="width: 58px; height: 22px"> 8 </td> <td style="width: 57px; height: 22px"> 100 km </td> <td style="width: 387px; height: 22px"> Flight radar </td> </tr> <tr> <td style="width: 58px; height: 28px"> 9 </td> <td style="width: 57px; height: 28px"> 400 km </td> <td style="width: 387px; height: 28px"> Maritime/naval radar, commercial AM/FM radio </td> </tr> </tbody></table> Ranged Combat Modifier Table <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 242px; height: 37px"> Situation </td> <td style="width: 157px; height: 37px"> Dice Pool Modifier </td> </tr> <tr> <td style="width: 242px; height: 31px"> Attacker running </td> <td style="width: 157px; height: 31px"> -2 </td> </tr> <tr> <td style="width: 242px; height: 32px"> Attacker in melee combat </td> <td style="width: 157px; height: 32px"> -3 </td> </tr> <tr> <td style="width: 242px; height: 28px"> Attacker in a moving vehicle </td> <td style="width: 157px; height: 28px"> -3 </td> </tr> <tr> <td style="width: 242px; height: 27px"> Attacker firing from cover </td> <td style="width: 157px; height: 27px"> -2 </td> </tr> <tr> <td style="width: 242px; height: 33px"> Attacker Wounded </td> <td style="width: 157px; height: 33px"> -wound modifiers (see p. 163) </td> </tr> <tr> <td style="width: 242px; height: 19px"> Attacker using laser sight </td> <td style="width: 157px; height: 19px"> +1* </td> </tr> <tr> <td style="width: 242px; height: 6px"> Attacker using smartlinked weapon </td> <td style="width: 157px; height: 6px"> +2* </td> </tr> <tr> <td style="width: 242px; height: 38px"> Attacker using image magnification </td> <td style="width: 157px; height: 38px"> Eliminates range modifiers (see p. 151) </td> </tr> <tr> <td style="width: 242px; height: 17px"> Attacker using a second firearm </td> <td style="width: 157px; height: 17px"> Splits dice pool </td> </tr> <tr> <td style="width: 242px; height: 12px"> Attacker using off-hand weapon </td> <td style="width: 157px; height: 12px"> -2 </td> </tr> </tbody></table> *Note that the bonuses for laser sights and smartlinks are not cumulative <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 211px; height: 17px"> Situation </td> <td style="width: 186px; height: 17px"> Dice Pool Modifier </td> </tr> <tr> <td style="width: 211px; height: 19px"> Aimed shot </td> <td style="width: 186px; height: 19px"> +1 per Simple Acti </td> </tr> <tr> <td style="width: 211px; height: 18px"> Blind fire </td> <td style="width: 186px; height: 18px"> -6 </td> </tr> <tr> <td style="width: 211px; height: 33px"> Called shot </td> <td style="width: 186px; height: 33px"> -variable (see Called shots p. 161) </td> </tr> <tr> <td style="width: 211px; height: 39px"> Multiple targets </td> <td style="width: 186px; height: 39px"> -2 per additional target that Action Phase </td> </tr> <tr> <td style="width: 211px; height: 25px"> Tracer round with short burst </td> <td style="width: 186px; height: 25px"> +1 </td> </tr> <tr> <td style="width: 211px; height: 21px"> Tracer round with long burst </td> <td style="width: 186px; height: 21px"> +2 </td> </tr> <tr> <td style="width: 211px; height: 26px"> Tracer round with full auto </td> <td style="width: 186px; height: 26px"> +3 </td> </tr> <tr> <td style="width: 211px; height: 41px"> Recoil, semi-automatic </td> <td style="width: 186px; height: 41px"> -1 for second shot that Action Phase </td> </tr> </tbody></table> <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 191px; height: 24px"> Situation </td> <td style="width: 218px; height: 24px"> Dice Pool Modifier </td> </tr> <tr> <td style="width: 191px; height: 51px"> Recoil, burst </td> <td style="width: 218px; height: 51px"> -2 (first burst) -3 (second) </td> </tr> <tr> <td style="width: 191px; height: 45px"> Recoil, long burst </td> <td style="width: 218px; height: 45px"> -5 (first burst) -6 (second) </td> </tr> <tr> <td style="width: 191px; height: 17px"> Recoil, full auto </td> <td style="width: 218px; height: 17px"> -9 </td> </tr> <tr> <td style="width: 191px; height: 14px"> Recoil, heavy weapon </td> <td style="width: 218px; height: 14px"> 2x uncompensated recoil </td> </tr> <tr> <td style="width: 191px; height: 18px"> Recoil compensation </td> <td style="width: 218px; height: 18px"> Reduces recoil modifiers </td> </tr> <tr> <td style="width: 191px; height: 24px"> Gyro stabilization </td> <td style="width: 218px; height: 24px"> Reduces recoil or movement modifier </td> </tr> <tr> <td style="width: 191px; height: 11px"> Target point-blank </td> <td style="width: 218px; height: 11px"> +2 </td> </tr> <tr> <td style="width: 191px; height: 16px"> Visibility impaired </td> <td style="width: 218px; height: 16px"> See Visibility Table </td> </tr> </tbody></table> Melee Modifier Table (157) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 225px; height: 31px"> Situation </td> <td style="width: 217px; height: 31px"> Dice Pool Modifier </td> </tr> <tr> <td style="width: 225px; height: 22px"> Friends in melee </td> <td style="width: 217px; height: 22px"> +1per friend (max. +4) </td> </tr> <tr> <td style="width: 225px; height: 17px"> Character wounded </td> <td style="width: 217px; height: 17px"> -wound modifier (see p. 163) </td> </tr> <tr> <td style="width: 225px; height: 22px"> Character has longer Reach </td> <td style="width: 217px; height: 22px"> +1 per point of net Reach* </td> </tr> <tr> <td style="width: 225px; height: 28px"> Character using off-hand weapon </td> <td style="width: 217px; height: 28px"> -2 </td> </tr> <tr> <td style="width: 225px; height: 33px"> Character attacking multiple targets </td> <td style="width: 217px; height: 33px"> Splits dice pools </td> </tr> <tr> <td style="width: 225px; height: 34px"> Character has superior postion </td> <td style="width: 217px; height: 34px"> +2 </td> </tr> <tr> <td style="width: 225px; height: 21px"> Opponent prone </td> <td style="width: 217px; height: 21px"> +3 </td> </tr> <tr> <td style="width: 225px; height: 27px"> Attacker making charging attack </td> <td style="width: 217px; height: 27px"> +2 </td> </tr> <tr> <td style="width: 225px; height: 17px"> Defender receiving a charge </td> <td style="width: 217px; height: 17px"> +1 </td> </tr> <tr> <td style="width: 225px; height: 18px"> Visibility impaired </td> <td style="width: 217px; height: 18px"> Consult the Visibility Table p. 152 </td> </tr> <tr> <td style="width: 225px; height: 14px"> Called shot </td> <td style="width: 217px; height: 14px"> Variable (see Called shots p. 161) </td> </tr> <tr> <td style="width: 225px; height: 19px"> Touch-only attack </td> <td style="width: 217px; height: 19px"> +2 </td> </tr> </tbody></table> *You may apply Reach as a -1 dice pool modifier per net point to the opponent instead. Defense Modifiers Table (159) <table border="1" cellpadding="0" cellspacing="0"> <tbody> <tr> <td style="width: 274px; height: 38px"> Situation </td> <td style="width: 113px; height: 38px"> Dice Pool Modifier </td> </tr> <tr> <td style="width: 274px; height: 36px"> Defender unaware of attack </td> <td style="width: 113px; height: 36px"> No defense possible </td> </tr> <tr> <td style="width: 274px; height: 32px"> Defender wounded </td> <td style="width: 113px; height: 32px"> -wound modifiers (see p. 163) </td> </tr> <tr> <td style="width: 274px; height: 19px"> Defender inside a moving vehicle </td> <td style="width: 113px; height: 19px"> +3 </td> </tr> <tr> <td style="width: 274px; height: 43px"> Defender has defended against previous attacks since last action </td> <td style="width: 113px; height: 43px"> -1 per additional defense </td> </tr> <tr> <td style="width: 274px; height: 20px"> Defender prone </td> <td style="width: 113px; height: 20px"> -2 </td> </tr> <tr> <td style="width: 274px; height: 22px"> Ranged Attacks only: </td> <td style="width: 113px; height: 22px"> </td> </tr> <tr> <td style="width: 274px; height: 17px"> Defender running </td> <td style="width: 113px; height: 17px"> +2 </td> </tr> <tr> <td style="width: 274px; height: 29px"> Defender in melee targeted by ranged attack </td> <td style="width: 113px; height: 29px"> -3 </td> </tr> <tr> <td style="width: 274px; height: 29px"> Defender/Target has Partial Cover </td> <td style="width: 113px; height: 29px"> +2 </td> </tr> <tr> <td style="width: 274px; height: 21px"> Defender/Target has Good Cover </td> <td style="width: 113px; height: 21px"> +4 </td> </tr> <tr> <td style="width: 274px; height: 26px"> Attacker firing wide burst </td> <td style="width: 113px; height: 26px"> -2 </td> </tr> <tr> <td style="width: 274px; height: 28px"> Attacker firing long wide burst </td> <td style="width: 113px; height: 28px"> -5 </td> </tr> <tr> <td style="width: 274px; height: 25px"> Attacker firing full-auto wide burst </td> <td style="width: 113px; height: 25px"> -9 </td> </tr> <tr> <td style="width: 274px; height: 25px"> Attacker firing shotgun on medium spread </td> <td style="width: 113px; height: 25px"> -2 </td> </tr> <tr> <td style="width: 274px; height: 30px"> Attacker firing shotgun on wide spread </td> <td style="width: 113px; height: 30px"> -4 </td> </tr> <tr> <td style="width: 274px; height: 36px"> Attacker using area attack weapon /grenade, missile) </td> <td style="width: 113px; height: 36px"> -2 </td> </tr> </tbody></table>
  4. Character Creation/House Rules

    WELCOME EVERYONE! Below are the character creation guidelines that will be used in our game. If you have any questions please do not hesitate to ask. This game will follow the character creation rules for Solar Exalted found in the 2nd edition book. I will be looking for a complete circle of Solars, one from each caste. I will only be taking five players so When i add you I suggest you talk to each other in OOC and figure out who or what you wish to play. Including a brief background in your RTJ will grant you some extra bonus points for character creation. Once you have a character concept and such I will send you the character sheet. You may use the Scroll of Errata to make your character as there is a section in there about Character creation. Backgrounds Please do not take the following backgrounds: Artifact or Manse. These will be gained in game. PAll influence, backing, resources and the like are focused in Renakton. If you have High influence here then that may mean you are in good with Reniko and have a place at the Manse. If you have Backing it may mean that you are the head of a criminal ring and therefore have their support. You essentially have little to 0 influence outside the city short of people maybe knowing your name. Experience Points: I will give out Experience points once every two weeks. The may be spent on in Caste or Favored abilities right away, but your character needs to train to spend them in other areas. Scenes/Thread Navigation: If and when your character leave one scene/thread and enters another, please post <<From>> and <<To>> information so the ST knows where you came from or went to. Charms: If your character has a charm with an "indefinite" or Scene long duration and you wish to have it included in your current scene, please post that it is active upon entering the scene either at the bottom of your initial post or at the top in your <<>>. You can do this privately so that others don't know what you are doing.
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