Fancy Rules

From: CRIMMARTI@urvax.urich.edu
Date: Tue 27 Nov 1990 - 09:56:33 EET



Combined Actions: If the skill is one which can be combined effectively, the characters must choose a leader. To the leader's skill add 1/10 of the assisting characters' skill.

Multiple Skill Use: For every skill used after the second, subtract 25 percentiles from all skills used that round. The character must have enough SR to perform all the actions. A second attack always counts as a supernumerary action, even if the character takes no other actions.

        If the skill is a reaction skill (usually Parry or Dodge) and the character has already made at least one action, subtract 50 percentiles from the reaction skill. Extra-realistic option: long weapons take longer to re-ready; thus, a second or subsequent attack has the following penalties, per attack, based on weapon SR (in lieu of straight 25%): SR 3: -10, SR 2: -20, SR 1: -30, SR 0: -40. Unbalanced weapons: additional -5.

Switching Targets: After statement of intent, to switch the target of an attack, or to switch a parry or dodge to a different attacker, results in a 25 percentile penalty to the skill used.

Preparing an Action: If appropriate, takes one round, results in 30 percentile bonus to the skill the next round.

Haste: A character can speed up his actions by accepting a penalty to the chance of success. For every SR saved, the character loses 25 percentiles off the skill used. Haste can affect attacks, spell casting, or other skills. It can be used with the multiple action option.

Spell-casting chance modifiers: The concentration roll only begins to simulate the problems of casting spells in distracting circumstances. In melee particularly, one can be injured at any time, and all the bobbing and weaving interferes with the spell. Note that attackers with, say, an attack SR of 6 do not stand around, leaning on their swords for 5 SR, then swinging. Melee is continuous. These modifiers are non-cumulative.

        very calm surroundings, no hurry                +25%
        some distractions                                       -10%
        melee close by                                          -20%
        spell caster in melee                           -30%
        spell caster wounded this round or last -40%
        spell caster poisoned or sick                   -40%
        spell caster 0 in a limb or AB          -50%
        spell caster acting heroically          -60%

Shields: A shield gives a bonus to parry depending on its size. This bonus is automatic, acting as a free parry roll even if the character does not actively parry.

        Shield                  Bonus
Buckler                                  5%
Viking Round                    10%
Heater/Target                   15%
Kite                            20%
Hoplite Shield          25%


SKILL MODIFIER CHARTS

Lore Skills                Modifier
everyone knows          +50% or more
common knowledge                +25%
not widely known                 0
specialized knwl.               -10%
expert level knwl.              -25%
esoteric or secret      -50% to -2000%

Treat Disease              Modifier
mild                                    +50%
acute                           +25%
serious                          0
terminal                                -25%

First Aid                          Modifier
taking 5 minutes                +25%
stop bleeding only              +10%
different species               -10%

Generic                   Modifier
very easy                               +50%
easy                                    +25%
character needs a break  +10%
difficult                               -25%
very difficult                  -50%
ridiculously difficult  -75%
absurdly difficult              -100%
get real                                -333%

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