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Post by logan9a on Jan 17, 2019 15:55:58 GMT
SUPPORTERS
Sometimes, the players will all attempt to help each other in order to spread the blame for failure more evenly. This is called ‘supporting’.
How it works:
One person is designated as the ‘primary’. Let’s say the players are working on defusing the bomb. Unfortunately, the only person with demolitions skill doesn’t have it high - 30% so he is a bit nervous. The other two players have some strange aversion to being blown up and wish to help defuse the bomb.
The other players (who do not have demolitions skill) ask the GM if they can try to support with other skills. One has electronics which the GM agrees would help. The other has nothing applicable and decides this might be a way to attempt to build up their demolitions skill by using that (at base, in this case the character’s learn skill) as their supporting skill.
The primary must announce whether he is accepting their advice or aid or ignoring them and doing it himself. Despite heavy misgivings, he decides to accept both other people’s aid.
The lady with electronics rolls hers successfully - that gives a temporary bonus of +5% to the primaries ‘demolitions skill’. Had she rolled a critical on her electronics, she would have given the primary a temporary +10% instead. If she had failed her electronics, no bonus.
So the primary is currently sitting at (for this roll) a 35% demolitions skill. Then the other guy who has no demolitions rolls his and of course it is a fumble. This gives the primary a -10% to his chance knocking him down to a total 35-10=25% chance. He should have refused this person’s help but since he accepted and they rolled (do not roll until it is accepted or you’ll just have to roll again) he is going to have a rough day.
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Post by logan9a on Jan 17, 2019 16:24:19 GMT
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Post by logan9a on Jan 17, 2019 16:35:41 GMT
INCREASING YOUR SKILLS
The first time the GM asks you to roll a skill and you succeed at that skill, put a tick mark next to the skill. At the end of the game, all of the skills with tick marks have a chance of increasing.
To find out if they increase, roll and try to fail the skill roll. (Note - matching the skill with the roll is not failing it. If you have an 80% skill and roll an 80, your skill does not increase!) If you fail the skill roll, the skill increases by d6.
Example: You have an 80% sprint skill. You roll a 87. That means your sprint skill will increase. You roll a d6 and get a 3. You now have an 83% sprint skill.
Whether the skill goes up or not, the check is then erased.
The higher your skill is, the less likely it is to increase.
Special rule - skills over 96%: Any skill that is over 96% (ie 97% or higher) is allowed to make an ‘open ended’ roll to see if it increases. If you roll a 96 or higher, roll again and add the next percentage to what you just rolled. In this way it is possible (though unlikely) to get very high levels of skill.
Example: Jill has a 98% in sword. She rolls a 96 then rolls again and gets a 57. The total of those two is obviously greater than 98 so she rolls a d6 and gets a 6. Her sword skill is now 104. In the future, she will have to roll 105 or higher to increase that skill.
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Post by logan9a on Jan 17, 2019 16:43:43 GMT
ATTACKING
If you are using melee (hand to hand) you may both attack and parry within the same round.
The player must figure out if they are ‘using a strong attack’ or ‘fighting defensively’. Declare before you or the bad guys start rolling. If they are strongly attacking, their parry is at half/negative thirty. If they are fighting defensively, their attack is at half/negative thirty.
Example: Beth attempts to ‘attack the crap out of’ the orc. She attacks at full but if the orc attacks her back, her first parry starts at half/negative thirty and her second (if needed) is at a quarter/negative sixty. She doesn’t get more than two attempts at parrying.
Example: Frank is fighting the mushroom man defensively. He attacks at half/negative thirty but his first parry is at full. His second parry (if needed) is at half/negative thirty and his third (if needed) is at a quarter/negative sixty.
You only get one attempt to parry an incoming attack and not all types of attacks may be parried.
Example: A giant swings his club at Frank. Frank can either attack or dodge this round because a parry of something that size is not going to happen.
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Post by logan9a on Jan 17, 2019 17:10:30 GMT
TEACHING
Due to the very high skill that players can potentially start with in all skills as well as the phenomenally fast rate they learn skills, teaching is only useful for PC’s as a way of passing spells.
A PC may attempt to teach two people per day a spell. Normally it would be one person per day per spell but since there is a max of three players per session, I upped it to two people per day for the spell. In that way, the PC could share the spell with both of his teammates if they so wished.
When you teach a spell, the only spell you can teach someone is the start of the tree - the lowest spell in that selection. That’s it. They then need to work their way up the tree themselves.
In order to teach the lowest tier of spell you must successfully roll your teaching as well as the spell you are trying to teach. A separate roll is required for each of your two students.
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Post by logan9a on Jan 17, 2019 18:26:03 GMT
NPC’S VS PC’S
First Aid: PC's have it made here. They lose HP. First aid/medicine/healing magic regains HP. NPC's don't have it so easily. They might have a broken limb. Broken back. Internal bleeding. Ruptured organs. Things that if they're in a hospital medicine rolls might help with. First aid does not mend a broken back. Magic for the win if you have it.
Disease: PC's are more or less immune. There is nothing less interesting or heroic than a case of herpies. Or aids. Or the plague. However, NPC's might get various diseases. The PC's can either work on helping them (no, first aid is really not useful here nor is medicine) or wander through the world like medieval plague doctors. Or death ravens or whatever.
Poison: Due to 'Logan's Rule 1', if the PC's take poison damage it is immediate. Take d8 from the sword and a nasty d6 from poison. Roll them both now. If someone is trying to slowly poison a PC they will find that the PC's seem to enjoy small amounts of arsenic in their food. See also 'disease' above. Or the PC's might take random damage and not know why. But generally speaking, people don't use poison against the PC's (rule 1) or if they are the PC's have failed to notice.
Learning spells: Once the PC's pick up the tier 1 spell at learn, then they need to get a critical to advance to the tier 2 etc. Or have been on the team that used some of their off game time to develop the spell. This can lead to the players advancing very quickly in learning new spells. NPC's can be taught new tiers but it can take years and they may never be able to get above certain tiers due to lack of talent, etc. Essentially, the PC's (due to getting checks then rolling after an adventure or session) are freaky fast at learning things compared to NPC's.
Some skills and professions: Stuff like potion making etc are right now "NPC only" professions. I don't have the time to delve in and figure out a cool way to make sitting around mixing ingredients in a lab or making magic items interesting and balanced. There might be some fetch quests (go get me a bunch of these special leaves) you can do to get potions (and other stuff) but honestly, the making of those sorts of occupations is so far under 'making a lot more spells and finishing out a bunch of spell trees' that I can't even see it. And you need all of the effects (spells) before figuring out how to basically bottle that stuff (in potions, magic items, scrolls, whatever) for later. So if you're sad about not getting to do that, remember that only two people are really working with any regularity to get the spell trees done. Suck it up and go to someone who sells that stuff.
Joining organizations: Any organization that has regular hours and days you're suppose to be there (ie anything not 'self employed') is a really poor choice for the players. Remember Logan's Rule 2. Also, this game is episodic and the groups often change about a bit. It is never 'bring your friend to work' day. Hence, the PC's will never become police, join the military or work a standard 9-5 job. The first time you go through a gate and end up missing a month of work you will either be fired or slated to go to prison for being AWOL.
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Post by logan9a on Jan 17, 2019 18:31:16 GMT
The difference between people with and without Spy Lore - as just one example:
GM: "You're being followed!" Untrained: "We lose them!"
Trained: "We now have a few options. If we lose them, then they may assign different people to tail us who we won't know. We can also have them follow us until we can get them into a place where a third party can ambush them then we can ask some hard questions. Or, we can drive around with them following us till someone else gets on their tail, then lose them. Our other people will then follow them around to see where they go." Or, or or.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Jan 18, 2019 23:37:55 GMT
Yep. But humans don't parry them with swords - shields, certainly. There is some reason for that. But yes, I need to make a bigger creature in the example. Not in the same way, meeting a swing with a swing. You'd parry a cougar with a sword by keeping the pointy end between you. If it takes a swipe, then it probably gets a little stick and backs off. If it goes full pounce, then it gets impaled.
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Post by logan9a on Jan 18, 2019 23:41:26 GMT
Right but that's a bit more complicated.
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