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Game Master Screen

Zusammenfassende Tabellen für wichtige Spielmechanismen -- auch als Testfeld für die Templates gedacht.

Segnungen / Flüche

Appearance
Name +/- Attribut Situation
Handsome +1 Charm always
Beautiful +2 Charm always
Angelic +3 Charm always
Homely -1 Charm always
Ugly -2 Charm always
Monstrous -3 Charm unless seeking pity
Behavior
Name +/- Attribut Situation
Bold +2 Passion while acting when others hesitate
Compassionate +2 Passion when helping others
Curious +2 Extrovert when seeing something new
Disciplined +2 Calm in combat situations
Gracious +2 Extrovert to guests
Innovative +2 Tech when trying to invent something new
Just +2 Passion when righting a wrong
Loyal +2 Passion when following liege
Pious +2 Extrovert among the sinful
Shrewd +2 Wits against attempts to fast-talk
Suspicious +2 Perception when rivals about
Unyielding +2 Endurance when honor is at stake
Argumentative -2 Extrovert in conversation
Bluster -2 Extrovert when recounting deeds
Brainwashed -2 Wits when confronted with something that disagrees with character’s brainwashed belief
Callous -2 Passion when asked for aid
Clueless -2 Perception to notice social cues
Condescending -2 Extrovert among the unenlightened
Delusional -2 Perception when confronted with something that disagrees with character’s delusional belief
Disrespectful -2 Extrovert around authority figures
Greedy -2 Calm when money involved
Guilty -2 all rolls when opposing Church officials
Gullible -2 Wits against attempts to fast-talk
Haughty -2 Extrovert around serfs
Impetuous -2 Wits when trading
Righteous -2 Calm when judgment questioned
Mammon -2 Faith when money is involved
Nosy -2 Calm when seeing something new
Phobic -2 Calm around source of phobia
Possessive -2 Calm when cut out of the action
Prideful -2 Calm when insulted
Secretive -2 Extrovert around strangers
Subtle -2 Extrovert when explaining something
Surly -2 Extrovert when upset
Uncouth -2 Extrovert at society functions
Unnerving -2 Extrovert around superstitious people
Vain -1 Perception when being flattered
Vengeful -3 Calm when honor impinged, will never forget a slight
Injuries
Name +/- Attribut Situation
Bad Heart -2 Endurance with athletic tasks
Bad Liver -2 Endurance against toxins
Bad Lungs -1 Endurance with athletic tasks
Horrible Scar or Burn -2 Charm when visible
Incurable Disease -1 base Vitality always
Limp base run = 8 meters
Missing Arm -4 Dexterity for tasks requiring two arms
Missing Eye -2 Perception due to limited field of vision, -1 Shoot due to poor depth perception
Missing Leg -2 Dodge base run = 2 meters
Pain Sensitive -2 to all tasks for two turns after being wounded
Shaky Hands -2 Dexterity with fine manipulation
Knacks
Name +/- Attribut Situation
Ambidextrous +4 Dexterity to offset the -4 penalty for using an off-hand weapon
Beastmaster +2 all for non-combat interaction with animals
Born Salesman +2 Extrovert when selling
Casanova +2 Passion when seducing others
Compass +2 Wits when figuring out direction or location
Crack Driver/Pilot +2 Drive all...
Eloquent +2 Extrovert when swaying others through speech
Fast Draw +2 Initiative drawing and firing a gun in same action
Grease Monkey +2 Redemption with all Tech Redemption skills
Hacker +2 with all think machine tasks
Keen Ears +2 Perception with hearing only
Keen Eyes +2 Perception with sight only
Lucky at Cards +2 Gambling with cards
Sensitive Smell +2 Perception with smell only
Sensitive Touch +2 Perception to discern touched objects
Sonorous +2 Extro when impressing others through speech
Thrifty +2 Wits in money matters
Bad Hearing -2 Perception with hearing only
Bad Vision -2 Perception with sight only
Beast Foe -2 all for non-combat interaction with animals
Clumsy -2 Dexterity with athletic tasks
Mechanically Disinclined -2 Redemption with all Tech Redemption skills
Poor Liar -2 Wits when lying
Quasimodo -2 Passion when seducing others
Reputation
Name +/- Attribut Situation
Well-liked +1 Charm always
Charitable +2 Charm always
Honest +2 Extrovert always
Hero +2 Impress always
Cad -2 Charm always
Scary -2 Extrovert always
Liar or known criminal -2 Knavery always
Tyrant -2 Charm among peasants
Size
Name +/- Attribut Situation
Dwarf -2 Vitality base run = 6 meters, requires tailored clothing
Short -1 Vitality base run = 8 meters
Tall +1 Vitality base run = 12 meters
Giant +2 Vitality base run = 14 meters, requires tailored clothing

Manöver

Basic Fight Actions
Action/Name LVL Goal Init Mod DMG Description
Fist Dx+Fight 2
Kick Dx+Fight -1 3
Grapple Dx+Fight -2 2 If successful, roll Str + Vigor vs target’s Str + Vigor. If successful, target is grappled; attack can choose to deliver grapple DMG per turn
Charge Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 1d DMG/3m run
Dodge Dx+Dodge Subtract successes from opponent’s successes
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Martial Fist 1 Dx+Fight 3
Martial Kick 2 Dx+Fight -1 4
Martial Hold 3 Dx+Fight -1 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is grappled; attacker can choose to deliver grapple DMG per turn.
Head Butt 3 Dx+Fight -2 +1 4 Attacker takes DMG exceeding his Endurance
Block 4 Dx+Fight As Dodge. If successful, add three successes to resist attacks.
Confuse Foe 4 Wits+Knavery -1 per victory point to opponent’s block, dodge or parry for attacker’s next action
Disengage 4 Dx+Dodge -1 +1 +3 to resist grapples
Martial Throw 4 Dx+Fight -2 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is thrown 1m/success, up to Str. Add 1d DMG/3m thrown
Rooting 4 Dx+Fight +3 to resist being knocked over
Claw Fist 5 Dx+Fight 4
Drop and Kick 5 Dx+Fight +2 4 -2 Init next action
Tornado Kick 5 Dx+Fight -1 5
Sure Fist 6 Dx+Fight -2 +2 3
Leaping Kick 6 Dx+Fight -2 -1 6
Choke Hold 6 Dx+Fight -3 -1 4 After three turns of grappling, roll Str+Vigor vs target’s End+Vigor. If successful, target falls un- conscious
Bear Hug 7 Dx+Fight -2 -1 4 Can roll DMG each turn until target escapes
Iron Body 7 by block Attacking opponent takes 1 DMG per victory pt from defender’s blocking roll
Speed Fist 7 Dx+Fight +2 3 +3 successes against dodges and blocks
Trip Kick 7 Dx+Fight -2 -1 4 Roll vs. target’s Dx+Vigor. If successful, target is knocked down.
Throw Group 7 Dx+Fight -2 3 Roll vs. target’s attack roll. If successful, throw target 1m/success, up to Str. Add 1d DMG/3 m thrown. Can throw one attacker per Fight rating.
Block and Strike 8 Dx+Fight +2/0 –/3 or 4 Block opponent’s attack. If successful, roll Martial Fist or Kick attack with no multiple action penalty.
Slide Kick 8 Dx+Fight -2 -1 5 Compare attacker successes +3 vs target’s Dx+Vigor roll; if target loses, he is knocked down
Power Fist 9 Dx+Fight -1 5 Option: Spend Wyrd to add DMG (cost = 1W per 1d, up to 3 max.)
Vital Strike 10 Dx+Fight -3 -2 3 Roll complementary Per+Physick; add victory dice to DMG
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Banga (Charge) 3 Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 2d DMG/3 m run
Drox 5 Dx+Fight -2 Allows a second action (using another limb) with no multiple action penalty
Throx 9 Dx+Fight -3 Allows a third action (using another limb) with no multiple action penalty
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Parry 1 Dx+Melee +2 Roll victory dice +weapon DMG as armor
Thrust 2 Dx+Melee +2
Slash 3 Dx+Melee -2 +1
Counter Parry 3 Wits + Melee Eliminates opponent’s +2 parry bonus
Fancy Footwork 4 Dx + Vigor Opponent’s goal is reduced by 1 per victory pt
Flat of Blade 4 Dx+Melee -3d No victory dice are added
Draw & Strike 4 Dx+Melee -2 Draw sword and strike in same action
Compound Attack 5 Dx + Melee -1 Next turn’s goal is at +2
Disarm 5 Dx+Melee -2 -1 If successful, roll Dx+Melee (+ victory points) vs. target’s Str+Melee. If successful, target drops blade, which can be thrown 1m/victory point
Feint 5 Dx+Melee -2 -1 Add 3 successes against dodges only
Stop Thrust 5 Dx + Melee +3 -2 Reduce opponent’s goal by 2
Off-hand 6 Dx+Melee Suffer no penalties for off-hand weapons
Parry/Riposte 6 Dx+Melee +2/-1 Parry opponent’s attack. If successful, roll attack with no multiple action penalty
Wall of Steel 6 Dx + Melee Can make three parries
Cloak 7 Dx+Melee 0/-1 Parry opponent’s attack with a cloak in the off- hand (armor = victory points +3; goal = 8 + Str). If successful, attacker can attempt to Disarm opponent with no multiple action penalty
Florentine 7 Dx + Melee One attack and one parry without multiple action penalties
Athletic Strike 8 Dx+Melee -3 -2 Perform athletic feat (swing from chandelier) in same action with no multiple action penalty
Pierce 9 Dx+Melee -2 -3 Ignore target’s physical armor (not energy shields)
Double Strike 10 Dx+Melee -1 -1 Attack with primary and off-hand weapon in same action (roll both attacks separately)
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Shield Parry 1 Dx+Melee Roll victory dice +shield defense dice as armor
Shield Attack 2 Dx+Melee -1 Ram shield into target; inflict shield DMG
Attack & Parry 3 Dx+Melee Character parries with shield and attacks in same turn without suffering multiple action penalties.
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Aim Dx+Shoot -3 +1/turn Maximum bonus is 3 (more if a sight is used)
Hipshot Dx+Shoot +2 -1 Only for first shot of combat with a handgun
3-round burst Dx+Shoot +1
6-round burst Dx+Shoot -1 -1 +3
Empty clip Dx+Shoot -1 -2 +5 +3 successes against dodges only
Spread Dx+Shoot -2 -1/m +4 Spread up to 5m, anyone in targeted area must dodge or get hit
Snapshot 4 Dx+Shoot +1 -2 Can be performed with a dodge for no penalty (no other actions may be taken in same turn)
Quick Reload 5 None Reload clip and fire; no multiple action penalty
Quick draw 5 Dx+Shoot -2 -1 Draw gun and fire in same action
Off-Hand Shot 6 None Suffer no penalties for off-hand handgun
Recock 6 Dx+Shoot -2 -1 Recock rifle or shotgun and fire in same action
Leap & Shoot 7 Dx+Shoot -1 -1 Leap 1 meter in any direction
Roll & Shoot 8 Dx+Shoot -2 -1 Roll up to 3 meters in any direction
Two Guns 8 Dx+Shoot 0/-1 One shot from each handgun; no multiple action penalty
Instinct Shot 9 Dx+Shoot +1 -1 Fire at unseen target

Waffen

unbekannt (Glankesh Vorox sword)
Melee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Knife Dx+Melee 3 1 S 2
Dirk Dx+Melee 4 2 M 4
Main gauche Dx+Melee 3 2 M 4 When parrying, armor value is 5 + victory points
Rapier Dx+Melee 5 3 L 10
Broadsword Dx+Melee 6 4 L 15
Scimitar/Katana Dx+Melee 6 3 L 20
Two-handed sword Dx+Melee +1 8 6 XL 30
Axe Dx+Melee 7 5 L 5
Spear Dx+Melee +1 5 3 XL 1
Staff Dx+Melee +1 4 3 XL 1 crest
Club Dx+Melee 4 2 L 1 wing
Mace Dx+Melee 5 3 L 10
Flail Dx+Melee 4 4 L 4
Whip Dx+Melee +1 -1 3 4 XL 3
Suresnake Whip Dx+Melee +1 +3 3 4 XL 100 Against one chosen target, who must not leave sight for over three turns or bonus is lost.
Garrote Dx+Melee -1 -1 3 3 XS 5 Must first make successful grapple (-6 goal unless target is unaware of attacker), then roll garrote damage plus victory dice per turn.
EnergyMelee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Shocker +3d +30 Electrified melee weapon, use weapon's traits
Frap Stick Dx+Melee -1 6/3 5 L 15 Second damage listed is if the stick is used as a club
Artifact Melee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Wireblade Dx+Melee 8 2 L 10,000+ (10) Ignores physical armor (not energy shields)
Flux Sword Dx+Melee +1 7 3 L 15,000+ (10) Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields.
Mist Sword Dx+Melee +1 7 3 L 30,000+ (10) Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields.
Thrown Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Thrown Knife Dx+Throwing 3 5/10 3 2 S 2
Star Dx+Throwing 2 5/10 2 2 XS 2
Dart Dx+Throwing 2 5/10 2 2 XS 2
Rock Dx+Vigor 1-2 5/10 1-3 2 XS-L NA If Throwing skill is used instead of Vigor, add one to the goal roll.
Bows and Crossbows
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Hunting Bow Dx+Archery 4 20/30 4 3 M 5 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Long Bow Dx+Archery 6 40/60 6 2 L 10 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Target Bow Dx+Archery 3 30/40 3 2 M 7 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Hand Crossbow Dx+Shoot 3 10/20 2(3) 1 S 7 (3 wings/bolt) It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Med Crossbow Dx+Shoot 6 20/30 3(6) 1 M 10 (1 crest/bolt) It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Hvy Crossbow Dx+Shoot 8 20/30 3(8) 1 L 15 (1 crest/bolt) Number in parentheses is the Strength required to recock the bow. It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Slug Guns
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Derringer (.32) Dx+Shoot -1 3 5/10 4 2 XS 50 (5 slugs/firebird)
Lt Revolver (.32) Dx+Shoot 4 10/20 6 3 S 100 (5 slugs/firebird)
Lt Autofeed (.32) Dx+Shoot 4 10/20 13 3 S 150 (5 slugs/firebird)
Med Revolver (.40) Dx+Shoot 5 20/30 6 3 S 200 (3 slugs/firebird)
Med Autofeed (.40) Dx+Shoot 5 20/30 10 3 S 250 (3 slugs/firebird)
Hvy Revolver (.47) Dx+Shoot 6 30/40 6 3 M 250 (1 slug/firebird)
Hvy Autofeed (.47) Dx+Shoot 6 30/40 8 3 M 300 (1 slug/firebird)
Imperial Rifle (.40) Dx+Shoot 6 40/60 10 2 XL 200 (3 slugs/firebird)
Assault Rifle (10 mm) Dx+Shoot 7 40/60 30 3(A) XL 500 (2 firebirds/slug)
Sniper Rifle (13 mm) Dx+Shoot 8 50/70 5 2 XL 700 (3 firebirds/slug)
SMG (.40) Dx+Shoot 5 30/40 20 3(A) L 350 (3 slugs/firebird)
Shotgun Dx+Shoot 8/7 20/30 / 30/40 7 2 L 300 (2 loads/firebird) shot / slug; for shot: -1 damage per 5 meters from the target
Energy Guns
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Palm Laser Dx+Shoot 3 5/10 7 2 XS 200 (10/cel)
Laser Pistol Dx+Shoot +1 5 10/20 15 2 S 300 (10/cel)
Laser Rifle Dx+Shoot +1 7 30/40 23 2 XL 500 (10/cel)
Assault Laser Dx+Shoot +1 8 20/30 20 2 XL 700 (10/cel)
Blaster Pistol Dx+Shoot 7 10/20 10 1 S 700 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Blaster Rifle Dx+Shoot 9 20/30 15 1 XL 1000 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Blaster Shotgun Dx+Shoot +2 9 10/20 8 1 L 1200 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Screecher (Sonic) Dx+Shoot +1 5 10/20 15 1 S 300 (10/cel) Halve damage for targets with hearing protection (characters with their hands over their ears get this benefit).
Flamegun Dx+Shoot +2 5/3 10/20 10 1 L 150 (5/canister) Flameguns can deliver heat damage which ignores all armor. Roll damage normally, but those dice which roll 1 ignore armor (including shields). The second amount listed is the continuous damage due to the burning Ka plant oil sprayed over the target. Roll this damage (do not add victory dice) each turn after the first. If no damage is rolled in any turn, the flames go out.
Stunner Dx+Shoot +1 4 (S) 10/20 15 2 S 300 (10/cel) If a target takes ANY damage from a Stunner, roll Endurance + Vigor. If the roll fails, target is stunned for that turn (losing any actions not taken) and the next. If the roll is a critical failure, target falls unconscious. If damage taken is greater than the target’s Endurance, roll as above, but failure means target is knocked unconscious. Stunner damage heals completely after one span; mark it with an “S” on the character sheet.
Neural Disruptor Dx+Shoot -3 5 10/20 6 1 S 3000 (10/cel) If damage exceeds target’s Endurance (or Psi, whichever is higher), he is unconscious. Armor does not protect against this damage (except Psi Cloaks). Psychics may roll Psi + Stoic Mind vs. the attacker’s successes.
Heavy Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Lt Machinegun (10mm) Dx+Shoot 7 50/70 50 3(A) XL 750 (2 firebirds/slug)
Grenade Launcher Dx+Shoot +1 V* 15/25 1 1 L 500 (65/grenade) The damage varies based on what sort of grenade is used
Rocketeer Dx+Shoot -2 9 20/30 5 1 XL 400 (25/grenade)
Missile Launcher Dx+Shoot +1 V 75/100 1 1 XL 800 (100/missile) The damage these missiles do varies based on what kind they are. High Explosive missiles do 18 dice of damage in the same way as a grenade. Armor piercing shapes only do 13 dice of damage, and only effect one target, but armor only gets half of its protection dice.