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Post by Zyraen on Jan 23, 2014 18:11:08 GMT 8
EDIT: Major Reorganization. Starting with Morality then working down.
Here are some interesting RP Mechanics.
DICE
Each dice in WOD is a d10, and a Success is indicated by rolling 8-10 on a d10. You can also roll an extra 1d10 Dice when you roll 10. This works out to about 33% chance. In below, you Fail when you don't get any Successes.
MORALITY
- All Characters Start at Morality 7. - When your Morality drops, it is called Degeneration. - When you take an immoral action, you have a certain chance of Degenerating. Note that "Immoral" varies based on your current Morality. eg. Shoplifting is a petty crime that affects you only if you are Morality 7 or more. You get 4 Dice to avoid Degeneration. eg. Planned Murder is a serious crime that affects Morality 3 or more. You only get 2 dice to avoid Degeneration - If your Morality falls to 0, in WOD your character has become a monster or a madman that lives by its basest instincts, and becomes effectively unplayable.
- If you fail the Degeneration, your Morality reduces by 1 (and only 1). If your Morality is now 6 or less, you roll for a Derangement, using the same number of dice as your New Morality. - If you fail, you gain a Derangement. Derangement means your Character tries to cope with his immoral actions by rationalizing or focusing on something else.
- Morality can also be increased by certain actions. These are few and generally adjudicated by the GM. Of course, Players can also suggest something. - Self-Sacrificing actions that build on your Virtues have a good chance of increasing your Morality. - If you commit an immoral act because of your Virtue, you also can get a bonus to the number of Dice to avoid Degeneration.
- Your Derangement is pegged to the Morality you obtained it at. If you increase your Morality beyond that level, you can ignore your Derangement as it becomes Dormant. If you ever fall back to this level of Morality, it resurfaces. - Alternatively, if your Morality exceeds the Level you obtained your Derangement by a significant number, the GM can rub it off as a permanent recovery, ie your character genuinely recovers instead of falling back into old ways.
ADAPTING MORALITY
In order that Players don't get upset with how seemingly acceptable actions are ruled, a simple way to administer Morality is to warn Characters of the Consequences before a) they actually do it b) they undertake a Mission / Request to do it. Some Missions of course may seem justified.. until something shows up along the way. Even then, an ignorant Character might still do the act and not be (initially) affected simply by not knowing the impact of what he did...
Depending on who the Characters are, you can have them start at lower Morality, typically Morality 5-6. Have them roll for Derangements still, though, and Derangements gained this way can seen as be defining Character Quirks rather than penalties.
The table below provides a very specific set of actions governing Morality, with Dice outlined. However, you can use it to govern any action, by using the following Notes. - Set a Morality Threshold for the Action. Basically, Morality below this value is unaffected and does not Degenerate - The Probability to Avoid Degeneration is based on the Morality Threshold, as follows: 9-10: 3/20 7-8: 5/20 4-6: 7/20 1-3: 10/20
MORALITY TABLE
Next to the Morality are Sins that result in a drop, with chance to Degenerate in brackets. The first entry next to the number is the Morality per the WOD entry, the second row is my View. The chance to degenerate is always the same, in my view.
10: Selfish Thoughts (3/20) Considering Unfair+ Gain at Someone Else's Expense
9: Minor Selfish Act (3/20) Unfair+ Gain at Someone Else's Expense
( + : "Unfair" includes both Unlawful (straightforward), or something based in Deception / Distortion, or something that intentionally takes Advantage of a Person's Weakness or Time of Need, eg. you're dying of thirst so I charge $100 for a glass of water )
8: Injuring Another, accidental or otherwise (5/20) Harming Another, accidental or otherwise, that has not Attacked you
7: Petty Theft, eg Shoplifting (5/20) Taking of Items that Someone Else has Claim Upon ie. you can pick up items that have fallen on the ground, take back your own stolen items, or items stolen from its rightful owner, or items belonging to someone (dead) who doesn't need it anymore. Depending on its value, you may get promptings to try to find who is the rightful owner or heir (ie Next-Of-Kin)
6: Grand Theft, eg. Burglary (7/20) Premeditated Seizure of Valuable Items that Someone Else has Claim Upon OR Intentional Damage to Valuable Property*
5: Intentional Mass Property Damage eg. Arson (7/20) Damage to Property / Goods with damages estimated in Excess of $10,000* OR Intentional Injury to Another*
( * : Morality never suffers if you are doing something to avoid harm to yourself. However, if you are avoiding harm because you intentionally braved it for personal gain, then it affects )
4: Impassioned Crime, Manslaughter (7/20) This still applies as you can choose to KO an enemy. Note that if you KO an enemy that dies without recovering, it is still considered as Manslaughter. You may also kill someone while driving, of course. If the blow looks severe enough to kill, it will be treated as manslaughter unless you actually stop to help the person AND the person doesn't die.
3: Planned Crime, Murder (10/20) Intentionally killing someone in cold blood, whether premeditated or otherwise. This is not counted if you did it while under the other effects (ie accidental, deranged, dominated, etc). If you kill someone who knows some confidential information and will very likely use that knowledge, it falls under this category.
2: Casual/Callous Crime, Serial Murder (10/20) Killing persons who are not harmful and cannot reasonably harm you. Killing persons as a precautionary move just "in case news might get out" etc falls under this category. Note that an accidental, deranged, dominated mass murder (eg. dropping a bomb on a military installation only to find out it was a nursery school) falls under this category.
1: Utter Perversion, Heinous Act, Mass Murder (10/20) Basically a mass usage of "Serial Murder", usually in a single event. It is usually intentional to fall under this category.
GROUP MODIFICATIONS
Here are ideas for the other Party Members of an event. Note that when it comes to Moral Related Decisions, try to RP your Character instead of giving your Player's POV. There is no "Don't tell us, my character wouldn't agree". If it's said, it's said. That actually also makes more incentive to take potentially Amoral Decisions individually - it might actually be for the good of your fellow Characters! They may not FEEL that way about it, though.
a) Interferer: tried to stop it but failed. This must be an actual action. Effect: The roll is affected by a -6/20.
b) Unwilling: Taken by surprise and outraged / disappointed Effect: The roll is affected by -4/20
c) Reluctant: Disagreed strongly and were outvoted / outmanuevered Effect: The roll is affected by -2/20. Note that a 3/20 affected by this becomes 2/20, not 1/20.
d) Accomplice: Did not actually do it but approved. In case of Ambiguity, Silence means Consent. Effect: The roll is not affected.
e) Mastermind: Actively incited it but stopped short of doing it themselves. Effect: The roll is not affected. For things particularly related to framing / set up, they get a +2/20 effect. Note that a 7/20 affected by this becomes 10/20, not 9/20.
Note when a 10/20 act is modified, it is first reduced to 9/20, then the above modifiers are applied. This does not apply when increasing it.
GM'S NOTE
It seems intentional that Characters experience some drop in Morality in the course of a game. This is to be expected, especially in an Action RPG. It is also interesting in that, Morality actually becomes more precious the less you have of it.
Sometimes the only thing that distinguishes a Hero (like Batman) against a Villain (like Joker) is the code, the moral horizon line that they refuse to cross. In an adventure, Morality is intended to be tested, and having the option of an Easy Way out now comes with a "price tag" of sorts. How a Character copes with it (gaining Derangements) or justifies it (using Virtue) can also be interesting.
Due to the vagaries of a dice roll, the really "evil" guy can get away with high Morality, while the others may degenerate. Feel free to RP it out accordingly as well, like talking about each other's actions, or even cutting some Character loose.
FURTHER CONSIDERATIONS : IGNORANCE IS BLISS
As a note, Insight, Perception, Initiative may actually play a part in all of these as well. A Character who notices such intentions but chooses to do nothing and say nothing is by default an Accomplice. This applies to noting NPC motivations and choosing not to ask things when suspecting malicious intentions (even if not to the Characters) behind the NPC's request. eg. NPC A claiming NPC B stole something from him and sending the Heroes to steal it back, when in reality NPC A never had a claim on the item on the first place. Hero A who has low Insight might never take a Morality hit, but Hero B who suspected NPC A and later passed it to NPC A, and has strong hints that it is deceitful or unlawful may have to make a Degeneration roll.
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Post by Zyraen on Jan 23, 2014 18:20:33 GMT 8
DERANGEMENTS
The list of Derangements is roughly as follows. The one on the left is Mild, the other is Serious. You cannot get a Serious Derangement without first getting a Mild version. A Character with a Derangement has a chance of triggering the Derangement under certain conditions, and usually uses his Stats (Resolve + Composure in WOD) to roll dice to avoid failure. If he fails, the Derangement surfaces.
We will refer to this as a Derangement Check, and the below list indicates when it occurs. All checks are limited to "once per Combat Encounter". However, certain particular situations (GM rules) may result in more Checks. Usually outside of Combat, the Check Trigger will rule the first check, and GM will inform you what to do in order to avoid an extra Check later on.
DE-MECHANIZING After discussion with Players, the Mechanics in Quote have been Suspended and are not in use. Derangements will be tailored between the GM and Players as and when they are gained.
Since Derangements are less of a drawback now, there will also be an increased chance (roughly double that of previous) to gain a Derangement when Morality drops. Note that there is no change to the probability that Morality reduces.
DERANGEMENT CHECK For simplicity's sake, the Derangement Check will be as follows: - You make a Saving Throw, ie roll d20 and pass on a 10+. You can add to the Saving Throw only bonuses that apply directly to your Will. - This "Derangement Bonus" will generally include your Racial and Class Bonus to Will, if any, and any bonus that your Armor adds to Will. Note that the bonus from Improved Defenses is ignored, and bonus from Superior Will is always and only +1, regardless of your level. - As per usual Saving Throw rules, 1-4 always fails, 17-20 always passes.
Side Note: The Derangement Check is based on the concept of the Character using his/her highest Stat between Wisdom and Charisma (with Expertise) to attack his own Will (with Improved Defenses). This has been changed into a Saving Throw for simplicity, that the higher the d20, the better for the Character.
Edit: included "Gaining Derangements" section.
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Post by Zyraen on Jan 27, 2014 14:36:25 GMT 8
EDIT: Removed references to WOD and Willpower.
VIRTUES & VICES
You can think of it as Moral Strengths and Weaknesses. Alternatively "What I Stand For" and "What I Fall For".
Each Character has 1 Virtue and 1 Vice. A Player may be undecided about which one is suitable for their Character. Hence, the Player can choose up to 3 Virtues and Vices each, as they think make sense to their Character, and then roll a dice to see which one they end up.
VIRTUES
Virtues generally involves self-sacrificing choices you make to stay true to what you stand for, even if it is painful or even outright perilous. Note it is also generally considered bad RP to do something directly against your Virtue, aside from Derangements. Benefit 1: When you make such a self-sacrifice that is what you stand for, you start Every Encounter with 1 or more Action Points. This benefit applies until the End of the Current Arc, or for the Entire Next Arc. Benefit 2: Sometimes a Virtue may also drive you to an immoral act. In such cases, your Virtue may increase the chance of your success in resisting Degeneration, typically adding a certain number of dice.
a) Charity: aka Compassion, Mercy Treat others as you would yourself, give what you have for others.
b) Faith: aka Conviction, Belief Believing in a higher power/order, even when the surroundings have descended into chaos and tragedy. Being able to enunciate so. Note that it does not necessarily mean belief in a Deity, it could be that everything serves a certain purpose that the whole universe is geared towards.
c) Fortitude: aka Stoicism, Integrity Making a stand; and then holding on to that stand no matter how bad the circumstances become for yourself.
d) Hope: aka Optimist, Utopian, Encourager No matter how bad the situation is, to stand with others and prevent others from losing hope and getting them to hold on to their own goals. Note that those Goals may not be the same Goals as that of the Encourager.
E) Justice: aka Righteousness Wrongs must not go unpunished. Doing the "right" thing, even if it means going against the law and the will of those around them.
F) Prudence: aka Patience, Vigilance No big gambles. Choosing to forgo a course of action with high risk (or "apparently" not high Risk) and offering extraordinary high rewards.
G) Temperance: aka Frugal, Even-Tempered Moderation in all things. Choosing to forgo excessive behaviour, even if it may appear to offer extraordinary high rewards.
VICES
Vices are self-indulgent things, that may be very inappropriate at times, or even ignoring helping someone else in need. Benefit: Vices can be used to reward RP, in the form of granting +1 AP. This is especially if the Character did something that was not apparently sensible/good in order to satisfy a Vice. Anything that is convenient and inline with the general party interests or is heroic, does not provide a Vice Benefit. Note that satisfying a Vice does not save you from having to make a Moral Degeneration check, and may in fact make the Degeneration more likely.
A) Envy: aka Covetousness, Jealousy When you gain something important from a rival, or harm a rival, even if it is not the "right" thing to do.
B) Gluttony: aka Addictive Tendencies Indicate a particular appetite/addiction (with GM discussion). Indulging in that, even if it means putting someone else at risk or danger.
C) Greed: aka Avarice Gaining something at the expense of another, with considerable risk and victimizing someone else.
D) Lust: aka Lasciviousness, Recklessness Indicate a particular passion (with GM discussion). Doing that, even if it victimizes or endangers someone else.
E) Pride: aka Arrogance, Vanity Exerting your own wants/desires/opinion over others, even at some potential risk to yourself and without their general approval.
F) Sloth: aka Apathy, Cowardice Avoiding to do a task but still achieving the same fairly important goal.
G) Wrath: aka Sadism, Anger Unleashing anger by initiating violence at an inopportune and clearly dangerous/unwarranted time. Note that you never benefit from this Vice when violence has already been initiated, or if violence is warranted.
TEAM NOTES
In a Team Game, it makes sense that a Character can choose to do something, but his party disagrees. In such cases, it may make sense that the benefit from Virtues only applies if the entire Party agrees, and this also encourages bartering / bargaining between Players. A Vice benefit might apply if the Player selfishly does something at the disregard / disadvantage of the party.
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Alternatively, Virtues and Vices can be used as RP Guidelines to govern the Character gameplay. In such case, there need not be any Mechanical Impact at all. Tentatively, we will try them out in game.
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Post by Zyraen on Jan 29, 2014 12:39:03 GMT 8
TECHNOLOGY
Terra is a technology-heavy world, with practically modern era capabilities.
- Internet is available and use of Computers are widespread. - Instead of Airplanes, there are sealed Airships that serve a similar function. - Cars and Rail are very much available. - Nations claim large swathes of the unspoiled surface of Terra as their dominion. - Vehicle Robots / Drones serve most national military functions. - Due to cost issues, people still serve as soldiers and security in most Private organisations though. - A few sentient humanoid Robots have been developed, but they are few and the technology generally at its infancy stage. ( NOTE : Up to 1 Player can play as an escaped Cyborg, unless the whole party wishes it. It is treated as a Warforged Race ) - Rumors have it that some military are primarily run by AI, some even claim that certain Nations / Economies are run on AI.
- Some areas of Terra are devastated by biological weapons and past nuclear explosions. Remains of old cities can sometimes be found in areas of devastation. - These areas are collectively known as the "Wastelands", but that is a misnomer. Not all the weapons have resulted in mass destruction, but it has warped the land itself. Plants or beasts are larger than normal, and it is said that even some people live in the wastelands ekeing out what would be a primitive existence. Weather patterns are obscured, navigational devices seem to have problems functioning, satellite images fail. - Others are swathes of wild world. Even in Terra, there are places where much of the natural landscape still stands. Some such places are subject to the above mentioned warp and effects that interfere with technology.
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MARTIAL
- By default, most characters are of a Martial bent. Martial Characters either utilize Technology and/or a more Martial, Physical approach. - All Martial Characters, including multiclassed Martial Characters, are treated as trained in Basic Firearms.
- Basic Melee Weapons are easily found, though Military / Superior Melee Weapons usually have to be carried around. - Basic Firearms (Pistol, Handgun, Shotgun, Rifle) are treated as Basic Ranged Weapons. - If you are trained in Military Ranged, you must choose to be trained in either Military Firearms or Archaic Ranged (slings, crossbows, bows, etc). - Note that there are NO Basic Ranged weapons, they ALL fall under Archaic Ranged. That said, those proficient in Basic Melee can still throw Daggers / Throwing Knives. Because these are generally not magical, you will need to buy a few and count on retrieving them after an Encounter.
- NOTE that there is a feat with no prerequisites, called "Firearms Training". This is grants proficiency in Basic and Military Firearms. - NOTE that Twin Strike is NOT Available. It is typically only available by using using a Military Firearm with the suitable power on it.
PSIONICS
- Psionics are widely regarded as the next chain of evolution. Their effects can be seen and viewed on cameras and other media devices. Characters may spontaneously develop Psionic powers. - Psionic Hybrid and Multiclass is allowed. - Psionic powers are regarded with interest almost everywhere. Generally, if a Character is known to have Psionic powers, the Authorities will try to take him in for study. - There is a global "Study List" with details of individuals known to have manifested Psionic powers. Many Regimes contribute together to the list, much like a global Terrorist list. - The interest in Psionics is such that Personal Rights are deemed unimportant in the face of Research to further development of the world. Many organizations would pay handsomely for the capture of a listed Psionic.
ARCANE, DIVINE, PRIMAL
- Arcane, Divine, Primal implement powers do not show up security cameras or other media devices. The gestures used to cast them and the effects do show, however. Cameras might not see a Fireball fly and explode, but one can certainly see a group of people catching fire and even burning to ashes. - Most widely televised Magicians etc with great effects are in fact tricksters using Technology. - Arcane, Divine, Primal powers are esoteric and rare. No Arcane, Divine, Primal Multiclass Feats are available. You either start with access to the Abilities (in form of Hybrid or your starting class), or not at all. - Characters can only Specialize in one of the three - Arcane, Divine, Primal. Hence, when starting as a Hybrid with one class that is Arcane, Divine or Primal, your other Hybrid classes MUST be either Martial, Psionic, or of the same power source as your first class - either Arcane, Divine, Primal. eg. Warlock / Wizard is fine as both are Arcane eg. Warlock / Fighter is fine, as it is Arcane / Martial eg. Cleric / Paladin is fine as both are Divine eg. Paladin / Warlock is not allowed as it is Divine / Arcane eg. Cleric / Bard is not allowed as it is Divine / Arcane eg. Cleric / Ardent is allowed as it is Divine / Psionic
- Characters who are trained in this areas are often viewed with suspicion, especially because they can be deadly even without having any Weapons. - Certain regimes are extremely intolerant of certain power sources, and others seek to study it with interest. Open use of such powers is a sure way to attract unwanted attention.
OTHER POWER SOURCES
Other Power Sources like Shadow etc should be discussed with the GM prior to character creation.
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AVAILABLE RACES
- In Terra, Elves, Eladrin, Humans, Dwarves, Halflings, Half-Elves are fairly common. Less common are Half-Orcs, Tieflings, and Dragonborn - Tieflings are widely regarded as Devilfolk, those whose ancestors once sold themselves to forces of evil. Some more "practical" minded just view them as an experiment or a chemical fall out result, and value them for their Fire Resistant nature. Tieflings knit very closely together, but can be secretive in nature. - Dragonborn are either revered or reviled depending on places, but few pure humanoid races are entirely comfortable with them. Dragonborn view themselves as heir to a legacy that once dominated the world. Some Dragonborn believe one day Dragons will return - through themselves as a conduit, naturally - and dominate the world. Dragons are regarded more as legends, though some believe they slumber deep in the elemental places of the earth. Some Dragonborn claim to be able to communicate with the true powers that slumber in the world. Even without such claims, those who wish to forget that Dragons ever walked the world find Dragonborn a disquieting reminder of what once was. - Like the Dragonborn, Half-Orcs are a reminder of a savage world that has been tamed over the years. Civlization grudgingly makes room for Half-Orcs, for they are strong and sturdy and many have found them honorable and reliable in dealings. Apart from those that deal with them, most Half-Orcs shun society except for Half-Orc hang-outs, for their appearance leads to discomfiture from most dominant races. There are however, cities where half-orcs are the dominant majority, having received migrants from all over the world. It is notable that such cities are said to be very racially tolerant and harmonious.
- All Races from PHB1 (Elves, Eladrin, Humans, Dwarves, Halflings, Half-Elves, Dragonborn, Tieflings) and Half-Orcs are available. No other Races are available, except 1 Character can be a Warforged (see above on Technology) - Instead of their Racial +2 bonus to Skills, all Races have a +2 bonus to ANY 2 Skills. - Instead of their Racial Stat bonus, ALL the Races (except Humans) have a +2 to any 2 Stats. - Humans can give up their extra Feat Slot for +2 to a second stat (not the same stat as the first +2) - There is no penalty or weapon restriction from being Small-sized. - All Races do NOT have Low Light Vision nor Darkvision. Any Race can pay a feat to gain it, or purchase an Appropriate Item. - You gain a +2 bonus to Charisma-based Checks when dealing with Characters / Society of the same Race as you. Half-Orcs gain this bonus when dealing with Orcs as well; Half-Elves gain this bonus when dealing with Humans and Elves.
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ARMOR
- Helmets are a specific type of Heavy Armor, that can be worn by non-Heavy Armor users for an Attack penalty. - Most Armor takes the form of Light Ballistic Vests, Kevlar, Riot Shields, Helmets etc. Unlike the weapons, archaic Armor did not survive to the modern era. There is no "Mastercrafted" Armor. See below for Conversion. - Note that most Armor is easily visible, and wearing them may provoke suspicion.
- Cloth (Free): unchanged. At Levels 11/21, it can be upgraded to grant +1/2 Will - Leather Armor ($25): restyled Bulletproof Vest. At Levels 11/21, it can be upgraded* to grant +1/2 Reflex. - Hide Armor ($30): restyled Kevlar Vest. At Levels 11/21, it can be upgraded* to grant +1/2 Fortitude. Note that Hide Armor / Kevlar Vest inflicts a -1 penalty to all Str/Con/Dex Skill Checks.
* - the upgrade only applies when you have paid to upgrade your Magical Armor Item to +3 / +5.
- Chain (N/A): Chain Armor proficiency is not in use. All characters proficient in Chain are treated as proficient in Scale. All Magical Chain properties can be applied to Scale instead. - Scale ($35 + $10 for Helmet): restyled as Tailored Armor with Helmet. Base AC is 6. Inherent Bonuses to AC are doubled. Note that Scale / Tailored Armor inflicts a -1 penalty to Speed. - Plate ($45 + $5 for Helmet): restyled as Reinforced Armor (Tailored Armor with a reinforced padding) with Helmet. Base AC is 7. Inherent Bonuses to AC are doubled. Note that Plate / Reinforced Armor inflicts a -1 penalty to Speed and -2 penalty to all Str/Con/Dex Skill Checks.
- Helmet ($20 on its own): You gain protection from Military Firearm Criticals and Sniper Shots (see below). You also take -2 Attack if you are not proficient with Heavy Armor.
- Light Shield ($5): unchanged - Heavy Shield ($10) restyled as Riot Shield. The Riot Shield can be removed with a Standard Action and left standing. It occupies a Line (not a Square) and provides cover when left standing. Note that Heavy Shield / Riot Shield inflicts -2 penalty to all Str/Con/Dex Skill Checks.
* - if you are wearing a Helmet and a Sniper uses an Aimed Shot on you that should do double damage, roll a 1d6. On a 5+, you take normal damage instead. Normally, many Military Firearms crit on a 19-20, and the Sniper Rifle on an 18-20. With a helmet though, they only deal critical damage when they roll a natural 20, or unless the bearer has another feature that expands his critical range
FIREARMS
- Most Firearms are still mostly based on bullets and shells etc. - Basic Firearms like Small Arms, Shotguns, Rifles are quite available. All Characters trained in Basic Ranged Weapons are instead proficient with Basic Firearms. If you have a Martial Character (multiclass or otherwise), you are automatically proficient with Basic Firearms. - Only Basic Firearms benefit from "Magical" Weapon Properties. Military and Superior Firearms do not benefit from these. - Basic Firearms generally do not need to have their Ammo tracked. Exceptions may arise if you are do not have time to gather all your Ammunition.
- Military Firearms are considerably harder to find, respective categories in increasing deadliness are Submachine Guns, Assault Rifle, Grenade, Flashbang. - Characters trained in Military Ranged weapons can be either trained in Archaic Ranged (see below) or Military Firearms (this category) - There is a feat with no prerequisites, called "Firearms Training". This is grants proficiency in Basic and Military Firearms.
- Superior Firearms are Sniper Rifle, Flamethrower, Machine Guns, Chainguns. - Other Military weapons are Rocket Propelled Grenades, Mortar, Artillery, Airstrike, Missiles, bombs etc. Discuss with GM if details required. Note that some may simply be RP related, rather than using them in an actual Battle, unless of course you want to go out with the Enemy.
- Proper use of Military Weapons can confer relatively powerful abilities even on otherwise ordinary people. Firearms cannot be used to knock someone unconscious, unless the Firers take care to shoot at non-lethal parts of the body. - These abilities are "Powers" in their own right, hence do not stack with any of your Character Powers. The only exception is "Single Shot", that can be used with a Ranged Basic Attack weapon power. - Military and Superior Firearms generally require significant time to Reload once Ammo is expended, and you cannot Reload them unless you are Trained in their use. They also have a chance of jamming, unless they are used in single-shot mode (not all of them have a single-shot mode)
- Note that Firearms are generally noisy. Even with silencers, some sound is still produced. There are no (functional) Silencers for most Military Grade Equipment.
- Ammo for Military and Superior Firearms is tracked, and is expensive. Partly used Magazines etc are always discarded after an Encounter.
ARCHAIC RANGED WEAPONS
- Archaic Weapons such as knives, blades, hammers, picks etc can easily be found, and most can use them reasonably. - Archaic Ranged Weapons though like crossbows, bows, etc. Only those trained in such weapons can use them. Their benefit over Firearms is that they are more silent than even silenced Firearms, and it is unlikely that an Enemy will be trained enough to use a dropped Bow or a Crossbow effectively, as opposed to a dropped Assault Rifle.
- Ammo has to be tracked for archaic Ranged Weapons IF you just picked it up from somewhere. If you start with it, generally it is assumed you have enough. Exceptions may arise if you are do not have time to gather all your Ammo. - Generally speaking, when you are carrying a weapon, it is visible and can easily provoke suspicion.
- ALL Archaic Ranged Weapons count as Military Ranged Weapons, except for Superior Archaic Ranged Weapons. If you are proficient in Military Ranged Weapons, you can choose to be proficient with Archaic Ranged or Military Firearms, not BOTH. - You can only take Superior Weapon Proficiency in an archaic Ranged Weapon if you already have proficiency with Archic Ranged weapons.
- There is a feat with no prerequisites, called "Firearms Training". This is grants proficiency in Basic and Military Firearms.
WEAPON ATTACKS
- Note that Weapon attacks take a -2 Attack penalty when trying to Knock someone unconscious, otherwise it kills the target when reduced to 0 HP. This rule does not affect targets that are Player Characters or Minions. - A Melee Weapon Attack can be reduced by -2 (pulling the blow) when you hit and find out the damage is sufficient to Knock the Target unconscious. In this way, the blow either misses or knocks the Target out. - Ranged Weapon Attacks MUST be declared as aiming for non-lethal and take -2 penalty BEFORE the Attack roll is made. - Burst, Blast, Area etc Weapon attacks cannot be aimed in any way, and if it reduces the target to 0 HP, the target dies. - Firearm Attacks take -4 when aiming for non-lethal areas. They are never treated as Melee Attacks. - NOTE that "Staff Expertise" and ALL effects that prevent you from provoking an OA when in Melee (eg. Shadowdance Armor) ONLY applies to Implement attacks, never Weapon attacks.
IMPLEMENT ATTACKS
- All Implement Users can choose from Fortitude, Reflex or Will. They start with a +1 Attack bonus when they target attack that specific Defence. This does not stack with the bonus from Superior Implement Training - If you use an Implement attack, you need to either 1 Free Hand or have an Implement (that can also be a weapon, eg. Staff) that you can use in one hand to make the Attack.
- When a Melee or Ranged Implement attack reduces a target to 0 HP, you can choose to knock the target unconscious. This does not apply to Blast, Burst, Area etc Implement Attacks. - NOTE that "Staff Expertise" and ALL effects that prevent you from provoking an OA when using Ranged / Area attacks in Melee (eg. Shadowdance Armor) ONLY applies to Implement attacks, never Weapon attacks.
- Implement Attacks often deal typed damage. Certain Tech Construct enemies (eg. robots, gun turrets) resist or take half-damage from various typed damage. - Implement Attacks that target Fortitude and Will are ignored by Certain Tech Construct enemies (eg. robots, gun turrets).
COMPARISON BETWEEN WEAPONS & IMPLEMENTS
- Weapons are Visible, Implements generally are Not (except to those similar trained) - Weapons generally target AC, Implements target NADs - In order to knock Enemies unconscious, Weapons take a -2 Attack, Firearms take -4 Attack, Implements do not. - More Useful Weapons and Firearms are two-handed, Implements are one-handed. - Firearms are generally noisy and can attract attention - Note that Archaic Ranged Weapons are not Firearms (hence take only -2) and are not Noisy. However, the penalty still has to be taken before rolling for attack.
- "Staff Expertise" and ALL effects that prevent you from provoking an OA when using Ranged / Area attacks in Melee (eg. Shadowdance Armor) ONLY applies to Implement attacks, never Weapon attacks. - Weapons can be used openly, whereas Implement attacks in open areas may attract disbelief, whispered rumors, even backlash from crowds - Weapons generally have a longer Range than Implement attacks
- Weapons are more useful against non-sentient Tech Based Constructs than Implements
Other Unconsciousness Notes - after damage is dealt, a Melee Weapon Attack can always be pulled, taking -2 Attack, to KO an unconscious target instead of killing him - Ranged Weapon Attacks have to declare aiming for a non-critical part. Firearms take a -4 penalty, and Archaic Ranged Weapons take a -2 penalty. - Burst, Blast, Area powers always kill when they knock unconscious. This includes Implement attacks.
(Edit : included Ranged Archaic Weapons into the comparison table and added Unconsciousness Notes)
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Post by Zyraen on Jan 29, 2014 12:51:06 GMT 8
Edit: removed the rule for unconscious NPCs taking Death Saving Throws. Certain NPCs that are injured though may still have to take these rolls, but in general, not required.
RULE CHANGES Experienced players may wish to read this. For those new, don't have to worry too much about these.
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CHARACTER CREATION CHANGES
SKILL REVISIONS - There are no Class Skill limitations. - Everyone starts with 5 Trained Skills. However, if you start with STR or CON of 18 or more at Lv 1, you gain +3 in one other Skill that you are NOT trained in. You only get this bonus once, even if you have 18 or more in STR and CON.
- Religion and Arcana are combined into 1 skill, called Occult (on the Character sheet, it replaces Religion) - Dungeoneering will help you figure out Structure. It might be considered as "Architecture"
- Hacking is a NEW Intelligence-based Skill. (on the Character Sheet, it replaces Arcana) - Driving is a NEW Skill that is based on your Highest Stat. You don't need it to drive regular Cars, but you will need it if you are going to drive Tanks, fly Helicopters, or manuever a Car in a cinematic Chase Scene.
BACKGROUNDS, THEMES & PARAGON PATHS - Backgrounds are not available. Everyone uses their highest Stat in place of Constitution for determining starting HP.
- You can choose either a Theme or a Paragon Path. Not Both. - You do not gain Paragon Path Powers, you have to retrain out a Power of the same type to do so. Lv 11 is an Encounter Attack power, Lv 12 is a Utility Power, Lv 20 is a Daily Attack Power. - If you swap a Character (or die) in mid game and have been using a Theme all along, your new Character will stick to using a Theme. Similarly for Paragon Path. - However, for purpose of the first Arc, it is fine if everyone starts with a Theme. If the Campaign Setting continues, you will be given the option whether to work towards a Paragon Path or stick with your Theme.
INHERENT BONUSES AND WEAPON SLOTS - All characters are treated as having Inherent Bonuses. This means you have +1 Enhancement Bonus to Attack rolls, Damage rolls, and all Defenses. This bonus increases by +1 at Levels 6,11,16, etc. - Mundane Weapons and Shields occupy the Hands. - Shields only occupy the Hands. Not Arms, not Gloves. - Weapons only occupy the Hands. Not Arms, not Gloves. No Wrist Razors, Spiked Gauntlets, etc. - Only Holy Symbols and Ki Focuses can be placed in their respective slots. You have to be proficient with those Impleements to use them. - If you use an Implement attack, you need to either 1 Free Hand or have an Implement (that can also be a weapon, eg. Staff) that you can use in one hand to make the Attack.
"MAGICAL" ITEM PROPERTIES FOR ARMOR, NECK, WEAPONS / IMPLEMENTS - Note that "Magical" is a misnomer. Most items that you will wear are probably Tech-based, or if you wish, skinned according to your Power Source. - ALL "Magical" Items do not benefit from Inherent Bonuses and still have to be upgraded if their Benefit is to affected by Enhancement.
- Magical Weapon/Implement Items are now separate from the mundane weapon itself. They can be worn as Accessories in the Arm Slot or Glove Slot. - Because they are now "Accessorised", they are no longer restricted to the Weapon/Implement they came with. However, each and every Property applies ONLY to Weapon OR Implement attacks, not both. If it does not specify (and it usually does not), look at the Base Item. If in doubt, check with your GM. - You can wear more than 1 Magical Weapon/Implement, and decide which one to apply to your attack. - NOTE that Military Firearms NEVER benefit from your "Magical" Weapon/Implement Properties
- If you have more than 1 Magical Weapon / Implement, you can apply bonuses based on feats like Dual Implement Spellcaster.
- Magical Armor Item is a trinket or device that occupies the same slot as your Armor. It remains on you even after your Armor is removed, unless it is explicitly removed. - Magical Neck Item is a trinket or device that occupies your Neck Slot.
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TAKING COVER - In a world where Firearms is common, you can ready action to take a Move Action. You can do so even if you have already used your Standard Action. - Remember that a Ready Action is a Reaction, not an Interrupt.
HEAL CHECK AIDED RECOVERY - Any effect that lasts until the End of the Target's Next Turn or until the Start/End of the Caster's Next Turn can also be ended with Saving Throw granted by a successful Heal Check (DC 15)
ACTION POINTS - You can use an Action Point as an Immediate Interrupt to take a Standard Action that is NOT an Attack. - This typically includes grabbing an Ally who is falling, sliding an adjacent Ally 1 square, or interposing yourself to take a Melee or Ranged Attack for an adjacent Ally. - This naturally also includes using a Healing power or simply running for cover.
KNOCKING OTHERS UNCONSCIOUS - In normal 4E, when you reduce an enemy to 0 HP, you can choose to Knock it Unconscious. For this setting, that only works for Implement Attacks that are Melee or Ranged attacks. - Ranged Weapon Attacks have to aim for a non-lethal spot by taking a -2 Attack penalty before making an Attack roll. - Melee Weapon Attacks that reduce the target to 0 HP will give the Attacker the choice to "pull" the blow as a Free Action by taking a -2 Attack penalty. If the blow still hits, the target is knocked unconscious - Being inherently Lethal, Firearms take a -4 Attack penalty when attempting to aim for a non-lethal part of the body.
- That said, Unconscious NPCs make an unmodified saving throw every round at the end of their Turn. If they fail, they die. - If an unconscious NPC takes any damage, the first time they make a save to survive, and the second time they take damage, they die.
SAVING THROWS, UNCONSCIOUSNESS AND DEATH - All Saving Throws fail on a natural 4 or less and pass on a natural 17 or more. Note that Warforged still have to roll for Death Saving Throws, and fail if it is natural 4 or less - When you fail a Death Saving Throw, you take damage equal to your Surge Value. - There is no Raising of dead Characters. You can rescue Captured Characters, and you can surrender or flee so that your unconscious comrade will be captured.
OTHER RESTRICTIONS (some are repeats of earlier on top, placed here for collective reference)
- Shields only occupy the Hands. Not Arms, not Gloves. - Weapons only occupy the Hands. Not Arms, not Gloves. No Wrist Razors, Spiked Gauntlets, etc. - No items, mundane or magical, grant any Skill Bonuses. Rerolls are fine. - Twin Strike is not available.
- Implement Users can choose from Fortitude, Reflex, Will. They gain +1 bonus to attack against that specific NAD, and this bonus does not stack with the Superior Implement Training feat. - If you use an Implement attack, you need to either 1 Free Hand or have an Implement (that can also be a weapon, eg. Staff) that you can use in one hand to make the Attack. - "Staff Expertise" and ALL effects that prevent you from provoking an OA when using Ranged / Area attacks in Melee (eg. Shadowdance Armor) ONLY applies to Implement attacks, never Weapon attacks.
- Damaging Zones only Deal damage during the Target's Turn (typically when he starts his Turn or enters the Zone). If the Target has multiple Activations, he only takes this damage Once per Round.
- Mounts and Mount-related Feats are not available. - Slayer Class is not available. - Morninglord Paragon Path is not available. - Dragonmarks are not available. - Martial Style Feats (from MP1, MP2) are not available. - Domain Feats like Power of the Sun (from DP) are not available. - Familiar Feats are not available. - White Lotus feats are not available. - Starfire Womb is not available. - Deft Aim is not available. - Deft Blade only applies to Melee attacks. - Boons and Alternative Rewards are not available. - All Magical items that do NOT occupy an item slot are not available. - There are some Items / Feats that allow attacks to be made when there is no weapon in hand, notably for Warforged. These are ALL not available.
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Post by Zyraen on Jan 29, 2014 13:19:06 GMT 8
GM's Note: Costs are subject to revision. This is Tentative.
FIREARMS IN DETAIL - All Firearms have a Proficiency 2, and are treated as Weapons. - All Martial Characters, including multiclassed Martial Characters, are treated as trained in Basic Firearms. - Sneak Attack works with all Basic Firearms (Single Shot mode only) and the Sniper Rifle (both Single Shot and Aimed Shot). These Firearms also benefit from any other Rogue Features that includes Rogue Ranged Weapons. Sneak Attack and Rogue Class Features do not work with any other Firearms. - If you are trained with the respective Firearm, you can apply your Highest Stat to Attack with it. Otherwise, you must use DEX. - Note that the Long Range for Firearms is not always double the Short Range.
- No Reload is either a Free Action Reload, or the weapon has enough ammunition that it is moot. They may still run out of ammo, though. - You can only Reload a Firearm that you are proficient with. Only the person controlling / holding the Weapon can Reload it. - ALL the listed options are Powers in their own right, hence cannot be stacked with other powers. They always apply to "All Creatures", friend or foe. - The only exception is Single Shot, which can be used with Ranged Basic Attacks. - You can also use Ranged Weapon keyword powers through any Firearm (except Flamethrower) as if the Firearm is your Ranged Weapon.
- Silencers are not automatically silent. The Firer is entitled to a Stealth or Bluff check against the Passive Perception of creatures within earshot. If it fails, the shot is still heard - To Knock a creature unconscious with a Firearm, you have to take -4 Attack to aim for a non-critical body part. A Firearm attack that reduces a creature to 0 HP will kill it. - Ammunition for Military and Superior Firearms is subject to availability. Check with the GM before purchasing.
HOLDING AND HIDING FIREARMS Only Pistol, Handgun, Submachine Guns are single-handed weapons. All other weapons are considered Two handed.
Pistols and Handguns can be concealed in clothing. Submachine guns can only be hidden under a coat - once it is removed, the submachine gun is visible. All Two Handed Firearms cannot be hidden.
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BASIC FIREARMS - All Basic Firearms require a Minor Action reload, unless otherwise stated. - Magical Weapon/Implement Properties that affect Weapons apply with these Weapons.
Pistol: 6 rounds, 5/20, 1d6 damage. Silencer is available. Cost: $20
Handgun (eg. Desert Eagle) 6 rounds, 10/20, 1d8 damage. Cost: $25
Shotgun : 1 "Round". 5/10. 1d12 damage when target in short range, else 1d6 damage. Cost: $30 - Single Shot - Area 1, no squares outside of Short Range.
Rifle: No Reload. 10/20. 1d10 damage. Cost: $40 / $60 with Scope - With Scope: No Reload, 20/40. If Target is within 10-20 of you, you gain +1 Attack.
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MILITARY FIREARMS - All Military Firearms require a Move Action reload, unless otherwise stated. - These Weapons jam on a natural 1-2 on d20, and have to be cleared with a Standard Action or 2 Move Actions (1 Move release magazine, 1 Move reload magazine) - Magical Weapon/Implement Properties that affect Weapons do not apply with these Weapons.
Submachine Gun: 24 rounds, 10/20, 1d6 damage Cost: $1000 (Lv 5 Item). Magazine: $200 - Single Target Burst (6 rounds) Roll twice and take the higher score. - Area 1 in 10 (12 rounds) - Twin Strike (12 rounds) - Critical Damage: 1d8 per Enhancement. If the target does not wear a Helmet, crits on a 19-20.
Assault Rifle: 30 rounds, 20/40, 1d10 damage. Cost: $2600 (Lv 7 Item). Magazine: $520 - The Assault Rifle can penetrate certain types of cover when not equipped with Silencer. - Single Shot (1 round) Prof 3. Silencer use allowed. - Single Target Burst (6 rounds) Roll twice and take the higher score. Silencer use allowed. - Twin Strike (10 rounds) - Area 1 in 10 (10 rounds) - Wall 5 in 10 (20 rounds) - Critical Damage: 1d10 per Enhancement. If the target does not wear a Helmet, crits on a 19-20.
GRENADES - These are a special type of Military Firearm. Generally 1 use only.
Grenade: 1 use. 2d12 damage Cost: $520 (Lv 2 Item) - The Grenade has no proficiency bonus, but those not trained have to make an unmodified save. If failed, roll a d4 and a d8. The d4 divided by 2 determines the distance it travels away from the origin, and the d8 determinse the direction. - Area 3 in 10. Atk vs Reflex. Those adjacent to the origin take half-damage on a miss. - the Grenade's Burst attack occurs after it lands, as a separate action. Those with Readied Actions that are immediate reactions can move away from its burst.
Flashbang: 1 use. N/A Cost: $680 (Lv 3 Item) - Flashbang has no proficiency bonus, but those not trained have to make an unmodified save. If failed, roll a d4 and a d8. The d4 divided by 2 determines the distance it travels away from the origin, and the d8 determine the direction. - Area 3 in 10. Atk vs Will. Those hit are Blinded (SE). Those adjacent to the Flashbang when it goes off also take Attack -2 and are Dazed until ENT, even if the attack misses them. - Flashbang's Burst attack occurs after it lands, as a separate action. Those with Readied Actions that are immediate reactions can move away from its burst.
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SUPERIOR FIREARMS - These Firearms require Superior Weapons Training in their respective use. You cannot use them if you are not proficient. - You must first be proficient with Military Firearms to qualify for Superior Weapons Training in these weapons. - Wall Rules require that each square of the wall only be adjacent to 2 other Walls. Superior Firearms ignore this restriction. - Magical Weapon/Implement Properties that affect Weapons do not apply with these Weapons.
Sniper Rifle: Move Action Reload, 1 Round. 30/Sight. 1d10 damage. Cost: $4,200 (Lv 9 Item) Every 2 Rounds: $840 - When used by someone proficient with it, this weapon ignores All Cover. - Sniper Rifles are treated as Silenced to all those that are in the Sniper's Long Range - Single Shot (1 round) - Aimed Shot (1 round) You must be proficient with the Sniper Rifle and use a Full Round (Move, Minor, Standard) to fire at a Target you can see. You can aim for a Critical Body part such such that if you hit, you deal double damage. If the that Target wears a helmet, he can roll 1d6, and on a 5+ he takes only normal damage. If you miss, you get to Reroll or +7 Attack as free Action, but you do not deal double damage. - Note that you can also use Aimed Shot to aim for a non-critical body part to knock unconscious, and in such a case you do not deal double damage if you hit. If you miss, and use your Free Action to hit the target with the Reroll or +7 Attack, the target is hit normally and will die if reduced to 0 HP. - Note that some Targets do not have a Critical Body part, and an Aimed Shot does normal damage. Others are subjective and you may have to actually describe yourself AIMING at one particular spot and hope that IS indeed a Critical spot. - Critical Damage: 1d12 per Enhancement. If the target does not wear a Helmet, crits on a 18-20
Flamethrower: 2 "Rounds", Standard Action Reload. 3d6 damage Cost: $13,000 (Lv 12 Item) Canister (2 rounds): $2,600 - Flamethrowers never Jam - The Flamethrower has no proficiency bonus. All its attacks are made vs Reflex, but it is Weapon keyword. - The Flamethrower sets up a zone 4 squares high that blocks LOS and each square of the wall costs 3 extra squares of movement. Once during their Turn, Creatures take half-damage if they start in or enter the wall. - Wall 8 in 1 (1 "round") : The Flamethrower wall lasts until ENT if not sustained. If you use this attack while not proficient with the Flamethrower, you take -4 attack and must include the square that you are in for this Attack. - Sustain Standard (1 "round") : You must be adjacent to an existing Flamethrower Wall and proficient with a Flamethrower to use this. The existing Wall persists. Every square in the original Wall that is not within Burst 2 of you, expands to become Burst 2 (so you are not caught in the expanded zone). Then you make an attack against every Creature in the new, Expanded Zone. The existing wall and expanded Zone lasts until ENT, unless sustained. Note that if Sustained (typically by a separate Flamethrower), the zone does not expand further. - Any Creature in more than one Flamethrower zones takes damage only from the more damaging zone. This applies even when moving between two Flamethrower zones.
Machine Gun: No Reload. 20/Sight (Long Range takes -4 penalty instead of -2) 1d12 damage Cost: $17,000 (Lv 13 Item) Chain ( 50 rounds ): $3,400 - Characters carrying a Machine Gun are slowed, and their speed cannot be increased in any way. If the Machine Gun is not properly mounted (2 standard actions or before an engagement), all attacks take -4 penalty. - Non-Proficient users take -2 penalty in its use (-4 in all since you don't get Proficiency bonus) - Machine Gun can penetrate most cover, except very specific ones. - This Weapon jams on a 1 on d20, and have to be cleared with a Standard Action or 2 Move Actions (1 Move release chain, 1 Move reload chain). - Twin Strike (10 rounds) : if both shots miss, as a free action you can expend 5 rounds to repeat one of the attacks - Area 1 in Sight (10 rounds) : As a free action, you can expend extra 5 rounds to reroll the attack against everyone you missed - Area 2 in Sight (20 rounds) : As a free action, you can expend extra 10 rounds to reroll the attack against everyone you missed - Wall 10 in Sight (30 rounds) - Critical Damage: 1d10 per Enhancement. If the target does not wear a Helmet, crits on a 19-20
Chain Guns: No Reload. Sight, 2d12 damage. Cost: $65,000 (Lv 17 Item) Chain ( 100 rounds ): $13,000 - Chain Guns never Jam - Chain Guns can be used to penetrate armored craft. They target Reflex, not AC. - Chain Guns cannot be moved unless they are on a mobile mount, usually a sliding rail. They may also have a limited firing arc based on how much rotation they are allowed. - Note that quite a few Chain Guns are not manned, ie they are operated by computers or from a remote location. If a Chain Gun is not designed to be manned, being adjacent to it does not allow one to control it. - A Hacker may hack to gain control of an unmanned Chain Gun, but may not be able to operate it effectively unless he passes control to someone trained in using it - Except for mounting it on special vehicles (typically airships or ships), Chain Guns are not available for sale as stand-alone weapons. Note that they cannot be mounted on regular cars, trucks. - Non-Proficient users take -2 penalty in its use (-4 in all since you don't get Proficiency bonus) - Twin Strike (10 rounds) : as a free action, you can expend extra 10 rounds to repeat this attack against a different target - Area 1 in Sight (10 rounds) : As a free action, you can expend extra 5 rounds to reroll the attack against everyone you missed - Area 2 in Sight (20 rounds) : As a free action, you can expend extra 10 rounds to reroll the attack against everyone you missed - Wall 10 in Sight (30 rounds) - Wall 20 in Sight (60 rounds) - Critical Damage: 1d12 per Enhancement. Crits on a 19-20.
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Post by Zyraen on Jan 29, 2014 14:21:55 GMT 8
MORALITY, DERANGEMENTS, VIRTUES, VICESLosses in Morality may result in gaining Derangements. Details are here: unboundgames.proboards.com/index.cgi?action=display&board=terra&thread=259&page=1XP SYSTEMXP will NOT be awarded for enemies fought / killed / destroyed. XP will be awarded based on the number of Sessions required to complete an Arc, which then becomes the Benchmark for gaining a level. Those absent during a Session get half-Session XP. eg. The Lv 4 Characters take 4 Sessions to complete the Arc. So Level 4 to 5 is treated as requiring 4 Sessions. Those who were present for all 4 Sessions have XP equivalent to 4/4, so they all reach Level 5. Those who were present for 3 Sessions have XP equivalent to 3.5/4. They are not yet Level 5.
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Post by Zyraen on Jan 29, 2014 18:09:15 GMT 8
CHARACTER CREATIONStarting Level : 4Ability Scores : Point Buy (22 point) Alignment : Not in Use. See Morality : unboundgames.proboards.com/index.cgi?board=terra&action=display&thread=259All Characters start with 1 Vice and 1 Virtue. Most Characters start with Morality 7. Characters can start with Morality as low as 5, if they wish. They can roll to obtain Derangements, or automatically start with 1 mild Derangement. General Notes- Terra Setting Details can be found here: unboundgames.proboards.com/index.cgi?board=terra&action=display&thread=256- Material from anything published by WotC, including Dragon Magazine is acceptable. - Mounts are not allowed, and no Mount-related combat feats are allowed. - For purpose of the game, you generally do not have to keep track of Ammunition for Basic Firearms and Archaic Ranged Weapons, Provisions, Encumbrance. Exceptions may apply at times. - Backgrounds are not available. Everyone uses their highest Stat in place of Constitution for determining starting HP. - Note that Characters cannot be raised from Death. If they die, start a new Character. - All characters are treated as having Inherent Bonuses. This means you have +1 Enhancement Bonus to Attack rolls, Damage rolls, and all Defenses. This bonus increases by +1 at Levels 6,11,16, etc - If you wear Heavy Armor, remember this bonus is doubled for AC. (for those with access to WotC Online Compendium, now heavy armor having automatically increasing AC values at Levels 6,11,16 etc. This is in line with the bonus AC awarded by this rule, so treat the Armor as having the same base AC from Level 1) - For the purpose of this Setting Arc from Level 4, Themes are available. - If you are new to 4E and are not sure what are suitable Themes, let the GM know. - If players choose to continue with the Setting, each Player will have to choose between Paragon Paths and Themes. This is a Player-specific choice, and does not change if the Player switches Characters. - Note that Paragon Path powers now have to be learnt by swapping out any lower level Class power of the same type (Encounter Attack, Utility, Daily Attack) Races- All Races from PHB1 (Elves, Eladrin, Humans, Dwarves, Halflings, Half-Elves, Dragonborn, Tieflings) and Half-Orcs are available. No other Races are available, except 1 Character can be a Warforged (see above on Technology) - Instead of their Racial +2 bonus to Skills, all Races have a +2 bonus to ANY 2 Skills. - Instead of their Racial Stat bonus, ALL the Races (except Humans) have a +2 to any 2 Stats. - Humans can give up their extra Feat Slot for +2 to a second stat (not the same stat as the first +2) - There is no penalty or weapon restriction from being Small-sized. - All Races do NOT have Low Light Vision nor Darkvision. Any Race can pay a feat (Low Light Adaptation) to gain it, or purchase an Appropriate Item (Starlight Goggles, Lv 8 Common) Skills- There are no Class Skill limitations. - Everyone starts with 5 Trained Skills. However, if you start with STR or CON of 18 or more at Lv 1, you gain +3 in one Skill that you are NOT trained in. You only get this bonus once, even if you have 18 or more in STR and CON. - In General, you want to be trained in the Skills that build on the Stats you are good in. - Religion and Arcana are combined into 1 skill, called Occult (on the Character sheet, it replaces Religion) - Dungeoneering will help you figure out Structure. It might be considered as "Architecture" - Hacking is a NEW Intelligence-based Skill. (on the Character Sheet, it replaces Arcana) - Driving is a NEW Skill that is based on your Highest Stat. You don't need it to drive regular Cars, but you will need it if you are going to drive Tanks, fly Helicopters, or manuever a Car in a cinematic Chase Scene. - In General, if you RP well, even if you are not trained in a skill, you will be given appropriate bonuses for saying / doing the right things. Equipment- You start with 1 Item of Starting Level - 1, Starting Level, and Starting Level + 1. You can choose lower level items if you wish. - You also start with Gold equal to an Item of your Level - 1. You can use this gold to buy Magical Items.- ie currently New Characters start at Level 4, then you would start with Level 3, Level 4, Level 5 Item and $680 (the value of a Level 3 Item) - Note that the $680 will have to be spent on buying Armor etc as well. - However, your Character can start with only 3 "Magical" Items. This includes any Firearms that has a Level. - Your Character may have at most 1 Rare Item at any one time - No Items of 0 Gp value are allowed in the Game - All Mundane items / Adventuring gear from all the Books are available. However, they do not add any bonuses to your Skills (except Rope helps climbing, etc) - Magical Weapons / Implements properties occupy the Arms OR Gloves slot. They can only be applied to either Weapon / Implement attacks, Never both. They never apply to Military Firearms and Superior Firearms. If the Item and its Property is not explicitly specific to Weapon or Implement, then check with the GM. Other Rules- NEW FEAT - Firearms Training: You gain proficiency in Basic and Military Firearms. Note that Firearms proficiency also let you apply your highest Stat to attack with the respective Firearms. - Simple Ranged proficiency is always treated as Basic Firearms proficiency. All Martial Multiclass automatically have Simple Ranged proficiency / Basic Firearms proficiency. - The Player decides if Military Ranged proficiency will be treated as either proficiency in Military Firearms (Grenades, Submachine Guns, Assault Rifles) or Archaic Ranged Weapon (ie Bows, Crossbows, Longbows, etc) - Power Source Limitations: Arcane, Divine, Primal Multiclass feats are not available. You either start as a Pure or Hybrid Arcane, Divine, Primal character, or not at all. If you are a Hybrid and one of your Classes is Arcane, Divine, Primal, the other class must be of the same power source, or Martial or Psionic. Generally speaking, Classes apart from Arcane, Divine, Martial, Primal, Psionic are not available. If you wish to choose a different power source, please check with the GM. Note that Executioner (Assassin) is available as it is also Martial, but unless there is a good reason, Assassin itself, being a Shadow Class, is not available. - Implement Users can choose from Fortitude, Reflex, Will. They gain +1 bonus to attack against that specific NAD, and this bonus does not stack with the Superior Implement Training feat. - If you use an Implement attack, you need to have either 1 Free Hand or have an Implement (that can also be a weapon, eg. Staff) that you can use in one hand to make the Attack. - "Staff Expertise" and ALL effects that prevent you from provoking an OA when using Ranged / Area attacks in Melee (eg. Shadowdance Armor) ONLY applies to Implement attacks, never Weapon attacks. - Shields only occupy the Hands. Not Arms, not Gloves. - Mundane Weapons only occupy the Hands. Not Arms, not Gloves. No Wrist Razors, Spiked Gauntlets, etc. - No items, mundane or magical, grant any Skill Bonuses. Rerolls are fine. - Twin Strike is not available. - Slayer Class is not available. - Mounts and Mount-related Feats are not available. - Morninglord Paragon Path is not available. - Dragonmark Feats are not available. - Martial Style Feats (from MP1, MP2) are not available. - Devotion Feats like Power of the Sun (from DP) are not available. - Familiar Feats are not available. - White Lotus feats are not available. - Starfire Womb feat is not available. - Deft Aim feat is not available. - Deft Blade feat only applies to Melee attacks. - Boons and Alternative Rewards are not available. - All Magical items that do NOT occupy an item slot are not available. - There are some Items / Feats that allow attacks to be made when there is no weapon in hand, notably for Warforged. These are ALL not available. Character Development Notes- Players may envisage their Characters being proficient or eventually being proficient in a particular weapon / Firearm. They can discuss with the GM if this will be available, and alternatives along the way.
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Post by Zyraen on Jan 29, 2014 18:39:05 GMT 8
Character Building TipsMore For New Players - Remember that you get +1 to two Stats at Level 4. - Remember to add +1 Enhancement bonus to all your Attacks, Damage, Defenses. This is due to Inherent Bonuses. If you wear Heavy Armor, the enhancement bonus is doubled for AC. - Your Race grants +2 to two stats, and you get +1 to two stats at Levels 4, 8, 14, 18 etc. Hence, in 4E, you generally will have a max of 2 High Stats. - Ensure your Race grants +2 bonus to the Stat that you use to Attack with. If you are a Striker or intend to Attack and hit, aim to start at Level 4 with at least 20 in this stat. (17 at Lv 1 Stat Generation, before Racial Bonuses ) - If your AC depends on another Stat (like DEX or INT) because you wear Light Armor, also ensure that you have a +2 Racial bonus to that Stat. This especially applies if you use the Defensive Stat for extra Damage (like Sorcerer, Hexblade etc). You should start at level 4 with at least 17 in this Stat. (14 at Lv 1 Stat Generation, before Racial Bonuses ). Usually this Stat will also contribute to the Effectiveness of your Class powers. - Ideally these two Stats should contribute to different NADs (Fortitude, Reflex, Will). This lets you only have 1 weak defence out of 4. eg. If you have high STR and high CON, you end up with poor Reflex AND poor Will. - If you are a Striker, do get an Expertise Feat. Arguably the Best Expertise Feats can be found in Heroes of the Fallen Land (HotFL), notably Crossbow Expertise, Staff Expertise, Wand Expertise, Rod Expertise. - If you are a Cloth wearer, try to get Unarmored Agility for +2 AC while wearing Cloth, or Armor Proficiency (Leather). - If you use Melee Weapons, we recommend picking Weapons with Proficiency 3. - There are precious few Ranged Weapons with Proficiency 3, except Dagger. Dagger has a very short range though, 5/10, and since there are no Magical Weapons, the Daggers do not return to your hand after you throw them. If you wish to particularly throw Daggers, we suggest buying at least 10 of them, so you don't run out in the middle of an Encounter. - If you want to play a particular Class but you don't find the appropriate Stats on the Races Available, please let the GM know via Whatsapp or Email. - Alternatively, you may not want to play a Class per se, but a Character that fits your Roleplay. In this case, select 2 Skills you want to be good at, and then visit here unboundgames.proboards.com/index.cgi?board=generalstuff&action=display&thread=221- If you are unsure about your Character Playability, feel free to send your Character to the GM for Review.
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Post by Zyraen on Jan 29, 2014 18:49:08 GMT 8
Minor Update : - included the Prices for Armor. - These are not intended to be realistic and taken from 4E as an approx for starters.
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Post by Zyraen on Jan 29, 2014 19:10:14 GMT 8
Expertise Feat Bonus to Attack - you can gain Expertise feat bonus to Firearm attacks with Crossbow Expertise, Bow Expertise or Master of Arms. - You can apply Bow Expertise extra damage benefits to Firearms - You can only apply Crossbow Expertise ignore all cover benefits with Pistol, Handgun and Assault Rifle (Single Shot)
Power "Refresh" Note - Powers of all Firearms can only be used once per round. Their use does not "refresh" until Start of the Users next Turn - This limitation does not apply to Single Shot, which is usable with Interrupt / Minor Action attacks. Except for Flamethrower, this applies to all Firearms even if there is no Single Shot mode. - You do not have to especially take note of this Ruling. It exists only to prevent abuse as follows Eg. Ash fires wall 10, walks to Bob and drops the gun at his feet. Bob picks it up, fires wall 10, then walks to Cay and drops it. Cay picks it up, fires wall 10, then walks to Dan and drops it. Dan does the same thing etc...
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Post by Zyraen on Feb 2, 2014 18:41:30 GMT 8
Edits Made to Sniper Rifle to make it simpler and more straightforward. It no longer has proficiency 6, instead this is factored directly into the Aimed Shot (that is usually a -4 attack to Aim). This makes it only of mediocre accuracy if used for Single Shot.
Increased the Critical Range for all Military Firearms to 19-20 (except Flamethrower), and Sniper Rifle to 18-20. These expanded Critical Range are negated by those who wear Helmets (except Chaingun, those Criticals still tear through helmets).
This is aimed to increase the value of Helmets as well. Helmets now only have 33% chance of avoiding double damage from Sniper Rifle, and this chance cannot be increased.
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Post by Zyraen on Feb 2, 2014 18:49:23 GMT 8
Minor Update: Edit made to Helmets. They now provide protection from the expanded Criticals of Military Firearms, but their protection from Sniper Double Damage is reduced to simply 33% (5+ on a 1d6)
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Post by Zyraen on Feb 5, 2014 16:38:22 GMT 8
Removed Basic and Ballistic Helmet. Now there is only 1 Helmet. This change prevents the +1 AC from the Ballistic Helmet from stacking with Light Armor, which would be strong for Classes that can wear Heavy Armor, but choose to wear Light Armor instead with a Ballistic Helmet.
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Post by Zyraen on Feb 5, 2014 17:55:33 GMT 8
Handgun changed to 1d8 damage. Increases the value of Rifle, somewhat.
Edits made to clarify which weapons Sneak Attack applies with. Duplicated the Rule from Terra Setting in here, that all Martial Characters have proficiency with Basic Firearms. This makes it less likely that note will be missed out.
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