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Criação de personagem.

Posted by Starfleet CommandFor group 0
Starfleet Command
GM, 582 posts
Sun 3 Feb 2008
at 01:39
  • msg #1

Criação de personagem

 O Unisystem é um sistema onde você constrói o personagem com pontos. As regras completas podem ser encontradas no livro básico do jogo WitchCraft (7 MB). Para esta campanha, os jogadores têm o seguinte número de pontos:

Atributos: 16
Qualidades: 15
Desvantagens: até 10
Habilidades: 25

  Cada ponto de atributo custa 1 para 1 até nível 5. Daí em diante, passa a custar 3 para 1. A média humana é 2, ou seja, um humano normal terá 2 em todos os atributos. O máximo humano é 6, mas raramente -- uma vez em muitas gerações -- pode haver um indíviduo que possua um 7 em algum atributo.

Qualidades custam sempre 1 para 1. Pontos de Desvantagens podem ser transformados em qualquer tipo de ponto, mas se forem usados para comprar Atributos, deve-se gastar um quantidade igual ao nível que se deseja obter. Por exemplo, para passar de STR 3 para 4 com pontos de Desvantagem, é preciso gastar quatro e não apenas um. Habilidades custam 1 para 1 até nível 5. Daí em diante, passam a custar 3 para 1.

  Todos os personagens da Frota Estelar começam com a seguinte Qualidade:

Starfleet Officer
5-point Quality

  Drawn from all the member worlds of the Federation, the graduates of the Starfleet Academy are the cream of the crop. Aboard starships or starbases, they explore the galaxy, make contact with new civilizations and defend the Federation from all threats.
  Starfleet Officers gain +1 to a Physical and a Mental Attribute. Additionally, no Attribute may be less than 2. They also have the Athletics, Brawling, First Aid, Operations, Phaser and Survival (Type) skills at level 1. Starfleet officers must choose a service branch from the options below (the skills listed represent the appropriate levels for an Academy graduate, but the character must spend the points to get them). Note that an officer may change service branch later in life. Finally, officers have a Major Obligation to Starfleet.
  • Engineering: one Operations Specialization (usually Transporters or Sensors), two levels in Engineering Types
  • Flight Control: Astrogation 1, Piloting (Shuttle) 1, Operations (Conn) 1
  • Counseling:one level in an Influence Type, Medicine (Psychology) 2
  • Medical: two levels in Medicine Types, Operations (Medical) Specialization
  • Operations: Bureaucracy (Starfleet) 1, Operations (Ship systems)
  • Science: Operations (Sensors) Specialization, Research/Investigation 1, one level in a Science Types
  • Tactical: +1 Brawling, +1 Phaser, Operation (Tactical) Specialization

Personagens do Corpo Diplomático da Federação começam com a seguinte Qualidade:

FDC Diplomat
4-point Quality

  The members of the Federation Diplomatic Corps are responsible for negotiating, mediating and arbitrating all disputes involving the United Federation of Planets and other starfaring nations. Their efficient and comprehensive activities have averted many a war and helps to increase the prosperity of the UFP and preserve peace in the galaxy.
  FDC diplomats gain +1 to two Mental Attributes. They also have the Bureaucracy (Federation), Influence (Diplomacy), Law (Federation) and Notice skills at level 1, plus one extra language. FDC diplomats can choose a career path from the options below (the skills listed represent the appropriate levels for a starting FDC diplomat, but the character must spend the points to get them). Note that career paths can, and often do, change later in life. Finally, diplomats have a Major Obligation to the Federation.
  • Arbitrator: +1 Influence (Diplomacy), +1 Notice, +1 Language (as appropriate)
  • (Species) Specialist: Language (species), Knowledge (species) 2
  • Starfleet Liaison: Bureacracy (Starfleet) 1, Law (Starfleet), Operation Specialization
  • Trade Negotiator: Haggling 2, +1 Influence (Diplomacy)

This message was last edited by the GM at 15:37, Mon 04 Feb 2008.
Starfleet Command
GM, 583 posts
Sun 3 Feb 2008
at 01:41
  • msg #2

Espécies

  Essas são algumas das espécies disponíveis para os personagens. Obviamente, algumas não são apropriadas e só estão listadas para dar uma idéia de suas capacidades. Essa não é uma regra inflexível -- se alguém tiver uma boa história de porque esse indivíduo está a bordo, não porei obstáculo. As espécies impróprias estão marcads com um asterisco. Se alguém quiser usar uma espécie não listada aqui, é só me dar informações sobre ela que faço um pacote.


Andorians
Attributes: +1 STR [1], +1 DEX [1], +1 PER [1]
Life Points: +10 [1]
Qualities: Armor Value 2 (Bash only) [1], Acute Senses (Hearing) [2]
Skills: +1 Brawling [1], +1 Survival (Arctic)
Total: 9 points

Arkenites
Attributes: -1 STR [-1], +1 DEX [1], -1 CON [-1], +2 INT [2]
Qualities: Cathandri [2]*, Field Sense [2], Sonar [5]
Drawbacks: Addiction (Anlac’ven) [-1], Mental Problems (Not a leader)* [-2]
Total: 5/9* points
Notes: Arkenites are descendant from dolphin-like animals that roamed the seas of Arken. They have a sonar sense and can perceive electrical flow. This gives a +2 bonus to Science or Engineering rolls dealing with repairing or studying electronic equipment. Arkenites are very attuned to the magnetic field of their home planet. When they leave Arken, they must wear the Anlac’ven, a head arch that creates a miniature magnetic field. Without then, Arkenites suffer the same penalties as for lack of a severe drug, like heroin. This addiction cannot be bought off, but since all Arkenite characters start the game with an Anlac’ven, it gives only 1 point. The vast majority of Arkenites are incapable of assuming leardership positions. This tends to limit their advancement in Starfleet -- they can never be Department Heads or Commanding officers. However, Arkenites from the Sia Cathan, the ruling clan, do not have this Drawback. In order to play a Cathandri, the player must buy the namesake Quality, increasing the race’s cost to 10 points (3 from the Quality and 1 from the lack of the Drawback).

Bajorans
Attributes: +1 WILL [1]
Drawbacks: Mental Problems (Cardassian intolerance, Mild) [-1]
Skills: +1 Theology (Bajoran)
Total: 1 point

Betazoid
Qualities: Telepathy 2 [12]
Drawbacks: Mental Problems (Uninhibited, Mild) [-1]
Skills: +2 Telepathy [2]
Total: 13 points
Notes: Telepathy works like Mind Sight (WC p.232) and Mind Talk (WC p.233). Betazoids are very open and often say whatever is on their mind. This is represented by the Uninhibted Drawback.

Cardassians*
Qualities: Armor Value 2 (Bash only) [1]
Drawbacks: Mental Problems (Courtesy, Mild) [-1]
Skills: +1 Crime [1], +1 Influence (Diplomacy) [1]
Total: 2 points

Ferengi*
Qualities: Acute Senses (Hearing) [2]
Drawbacks: Covetous (Greedy, Mild) [-1], Covetous (Lecherous, Mild) [-1]
Skills: +2 Haggling [2]
Total: 2 points

Klingons
Attributes: +1 STR [1], +2 CON [2], +1 WILL [1]
Qualities: Hard to Kill +3 [3]
Drawbacks: Warrior Culture 1 [-1], Honorable 1 [-1]*
Skills: +1 Melee (Klingon) [1], +1 Disruptor [1], +1 Brawling [1]
Total: 10 points
Notes: Klingons can buy one level of Age and have up to eight levels of Hard to Kill. *Although the Honorable Drawback is a Klingon cultural trait, it's not impossible to find those that lack it, as well as others who have it at the second and third levels. In the case of a Klingon, the Drawback involves all memebrs of one's House.

Nausicaans*
Attributes: +3 STR [3], +2 CON [2], -1 INT [-1], -1 WILL [-1]
Life Points: +20 [2]
Qualities: Armor Value 2 [1]
Skills: +1 Melee (Type) [1], +1 Brawling [1]
Total: 8 points

Orions
Attributes: +1 STR [1], +1 PER [1]
Qualities: Pheromones [2]
Drawbacks: Covetous (Greedy, Mild) [-1]
Skills: +1 Crime [1], +1 Influence [1]
Total: 5 points
Notes: Pheromones is the equivalent of Attractiveness +2.

Romulans*
Attributes: +1 STR [1], +1 CON [1], +1 WILL [1]
Qualities: Acute Senses (Hearing) [2]
Drawbacks: Mental Problems (Racial Intolerance, Serious) [-2]
Total: 3 points
Note: Romulans can buy one level of Age.

Tellarites
Qualities: Acute Senses (Taste & Smell) [4], Infrared Vision [3]
Drawbacks: Mental Problems (Argumentative, Mild) [-1]
Skills: +1 Influence (Diplomacy) [1]
Total: 5 points
Notes: Although there is no Gluttony type in the Covetous Drawback, I thought it would be a good way to represent it.

Trills
Qualities: Joined [3/level]
Total: Varies
Notes: Joined works like Old Soul (WC p.87), but each level represents only one previous host. I’ve increased the cost because there’s no Essence cost. Note that it’s possible to play a Trill without a symbiont, like Ezri before Jadzia died. Gamewise, the character would be just like a human, except for the freckles (or ridges, if you go by TNG’s “The Host”).

Vulcans
Attributes: +4 STR [4], +2 CON [2], +2 INT [2], +2 WILL [2]
Qualities: Acute Senses (Hearing) [2], Mindmeld 1 [3]
Drawbacks: Controlled Emotions [-2], Honorable 1 [-1], Obsession (Logic) [-2]
Skills: +1 Trance [1], +1 Mindmeld [1]
Total: 12 points
Notes: Vulcans can buy one level of Age. Mindmeld works like Mind Sight (WC p.232). Controlled Emotions is a broader Humorless. Trance works like the Trance skill (WC p.100). Wild Card (Mindmeld) is the skill needed to use the power.
This message was last edited by the GM at 23:45, Mon 04 Feb 2008.
Starfleet Command
GM, 584 posts
Sun 3 Feb 2008
at 01:42
  • msg #3

Habilidades

As habilidades no Unisystem podem ter especializações opcionais. Por exemplo, ao comprar 2 níveis de Tracking, vc pode decidir que é especializado em florestas. Isso custa 1 ponto a mais e dá +2 de bônus quando numa flaresta. A habilidade ficaria assim: Tracking (Forests) 4 (4 e o nivel da especialização; em qualquer outro terreno, o nível seria 2).

Por outro lado, existem habilidades que encompassam várias especialidades. Nessas, é obrigatório escolher uma especialização, e cada uma é considerada uma habilidade diferente. Exempo: um personagem pode ter Engineering (Warp Drive) 2.  Isso quer dizer que ele é um profissional do motor de dobra, mas, se ele não comprar algum nível de Engineering (Impulse Drive), ele não entende qualquer coisa do motor de impulso.

Línguas só custam 1 ponto cada.

Acting
Art (Type): Drawing, Musical Instrument, Painting, Singing etc.
Athletics
Brawling
Bureaucracy (Type): Starfleet, Federation Diplomatic Corps, Klingon Defense Force etc.
Computers
Craft (Type): Blacksmith, Carpentry, Weaponsmith etc.
Crime (Type): Disguise, Forgery, Intrusion, Pick pocket etc.
Demolitions
Driving (Type): Land, Water
Engineering (Type): warp drive, impulse drive, ship systems, tactical etc.
The skill to manage the main systems of a starship, including the warp core, impulse system, and antimatter plant. The ship’s engineer is also responsible for damage control during combat or in the event of an emergency. Using this skill on an unfamiliar ship is at -1, on a ship from a different civilization at -3, and on a ship of a difference technological level at -(4+difference in tech levels).
Gambling
Haggling
Instruction
Influence (Type): Fast Talk, Diplomacy, Seduction etc.
Language (Type): Andorian, Klingon, Romulan etc.
Law (Type): Federation, Klingon, Breen etc.
Knowledge(Type): Any topic.
Medicine (Type): General, Surgery, Pathology etc.
Melee (Type): Axes, Maces, Swords, Klingon, Vulcan etc.
Notice
Operations
This is a catch-all skill for the numerous starship systems one needs to operate while running a vessel, from monitoring life support to checking on available power. With this skill, the character can run most basic ship functions and perform minor repairs, although any major problems will require Engineering rolls. Optional Specializations include Conn, Medical, Sensors, Ship Systems, Tactical and Transporter. Trying to use this skill in an unfamiliar ship is at -1; on a ship of an unfamiliar civilization at -2, and of a different technological level at -2 per TR level difference. In TOS and TMP, this skill requires an obligatory Specialization in one of the above areas.
Piloting (Type): Fighter, Shuttle etc.
Questioning
Research/Investigation
Riding (Type): Horse, Camel etc.
Rituals (Type): Vulcan, Klingon etc.
Science (Type): Astronomy, Genetics, Physics etc.
Sport (Type): Football, Parises Squares, Skiing etc.
Stealth
Streetwise
Surveillance
Survival (Type): Arctic, Desert, Plains etc.
Tactics (Type): Land, Naval, Space, Klingon, Romulan etc.
Tracking
Trance
Traps
Writing (Type): Journalism, Novel, Scientific
This message was last edited by the GM at 19:50, Tue 05 Feb 2008.
Starfleet Command
GM, 585 posts
Sun 3 Feb 2008
at 01:43
  • msg #4

Pré-requisitos

Esses são alguns dos pré-requisitos para se obter cada posto.

Department Head
Bureaucracy (Starfleet) 2, Influence (Leadership) 1

Executive Officer
Bureaucracy (Starfleet) 2, Influence (Diplomacy 1, Leadership 2), Law (Federation) 1, Tactics (Space) 1, Obligation (Crew) -1

Commanding Officer
Bureaucracy (Starfleet) 2, Influence (Diplomacy 2, Leadership 3), Law (Federation) 2, Tactics (Space) 2, Obligation (Crew) -1
This message was last edited by the GM at 15:22, Mon 04 Feb 2008.
Starfleet Command
GM, 586 posts
Sun 3 Feb 2008
at 01:44
  • msg #5

Knowledge (Type)

Knowledge é uma especie de 'trivia skill' e pode ser usada para representar conhecimentos diversos. Por exemplo, o Flavio disse que o personagem dele, o Kovak, passou um tempo em Ferenginar. Ele poderia comprar Knowledge (Ferengi), se quisesse ter conhecimento sobre os Ferengi como especie, ou Knowledge (Ferenginar), se quisesse representar conhecimento sobre o mundo. E obvio que ele poderia ter conhecimento sobre o planeta com a primeira versao e dados sobre a cultura ou biologia com a segunda, mas o foco da habilidade alteraria as dificuldades.

Como nas outras habilidades, ele também poderia optar por uma especializacao. Exemplo: Knowledge (Ferengi: Rules of Acquisition) 4. Isso quer dizer que ele tem dois niveis da habilidade para ferengis e ganha um bonus de +2 quando o assunto e relacionado às Regras de Aquisição. O custo total dessa habilidade seria 3 (2 pelo  geral, mais 1 pela especialização).

Knowledge pode cobrir pessoas (James T. Kirk, Surak etc.), culturas (vulcanos, Maquis etc.), lugares (Mutara sector, Cestus III etc.) e atividades (bounty-hunting, guerrilha etc.). As especializacoes sao aspectos especificos dos temas: James Kirk's Starfleet career, rituais de procriação dos vulcanos, estrelas de neutrons do setor Mutara, bounty-hunting legal requisites).

Todos os personagens ganham Int pontos para gastar em Knowledge de graça. Esses pontos devem ser gastos em especialidades que representem hobbies ou interesses secundários ou não profissionais do personagem.
This message was last edited by the GM at 01:59, Sun 03 Feb 2008.
Starfleet Command
GM, 587 posts
Sun 3 Feb 2008
at 01:46
  • msg #6

Manobras

Essas são as manobras qu epodem ser usadas em combate. Cada uma tem um efeito e um modificador associado a ela. Esse modificador é aplicado na soma do seu atributo com a habilidade.

Exemplo: K'lote [Dex 3, Melee (bat'leth) 3] tenta disarmar um assaltante nausicaano. O mdificador para a manobra Disarm é -2. Isso quer dizer que K'lote rola 1d10 + 4 (Dex 3 + Melee 3 = 6 - 2 = 4).

Seria interessante vocês escolherem as mais usadas pelos seus personagens e listá-las na ficha com o valor apropriado (atributo + habilidade - modificador).

Aiming: Sometimes it pays to take careful aim—if the character misses the unarmored spot on the demon’s head, it’s mostly likely going to get a whole lot uglier for all that’s noble and good.  Aiming delays the shot action until near the end of a Turn.  The player adds Perception and the appropriate skill (Gun Fu for guns, Melee for archaic ranged weapons) to the roll, or just uses the Brains Score.  The shot action (which occurs that same Turn) gets a bonus equal to the Success Levels of the Aiming roll.

Bow Shot: The Robin Hood maneuver.  A character can fire a bow as fast as he can draw and shoot; multiple shots use the multiple actions penalties .  A Bow Shot uses a Dexterity and Melee - 2 roll, or Combat Score - 2, and its base damage is (4 x Strength) points (Slash/stab type; to a base damage maximum of 20—Success Levels and modifiers can bring the total higher).  Pistol range modifiers are applicable.

Brain Shot: Your basic unsightly “gray matter scrambling” move.  This covers gunshots to the head, killing blows to the old cranium, and similar murderous acts.  Simple punches to the face do not count—it’s fairly easy to punch people in the face and that type of attack is not forceful enough to get a damage bonus.  Attacking the brain specifically uses the appropriate Combat Maneuver with a -4 penalty, or the Combat Score - 4.  Bash damage is doubled for a Brain Shot, Slash/stab damage tripled, and Bullet damage quadrupled—nothing says “you’re history” like large scale brain trauma.

Break Neck: Before this maneuver may be attempted, the character must succeed at a Grapple .  After that, the attacker rolls and adds Strength and Brawling, or just uses the Muscle Score.  The defender rolls and adds Strength and Constitution.  If the attacker’s roll is higher, the base damage is (4 x Strength) points (Bash type).  If the total damage reduces the defender to -10 Life Points, he must pass a Survival Test  with an added penalty equal to the Success Levels of the Break Neck attack (in addition to any normal Survival Test modifiers; this is due to the very sensitive nature of the neck area for us normal human types).  If he fails, you get that telltale crunching sound with fatal results.  If the defender is a vampire and the successful attack reduces it to -10 Life Points, he has to pass a Survival Test (but no special modifiers are applied; undead aren’t so sensitive—in any sense of the word).  On a failure, his head is twisted off and he is dusted—gruesome but pretty impressive.

Catch Weapon: Don’t try it at home—it’s only for trained professionals.  This maneuver uses a Dexterity and Brawling - 5 roll, or the Combat Score - 5.  If the catcher’s roll is not greater or equal to the shooter’s (if an archaic weapon, we’re not talking bullets here) or thrower’s roll, the weapon attack does an additional +5 base damage (nothing like jumping into the flight path of an object built for harm).  On the other hand, if the catcher’s roll works, everyone around goes “woah!” and maybe “hey, you ain’t human!”  That’s bad.

Choke: Before this maneuver may be attempted, the character must succeed at a Grapple .  After that, the attacker rolls and adds his Strength and Brawling, or just uses his Muscle Score.  The defender rolls and adds his Strength and Constitution (or again uses the Muscle Score).  If the attack result is higher, the base damage is (Strength - 1) points (Bash type).  Furthermore, the defender cannot breathe (see Asphyxiation, p. [?]).  He is at -2 to all actions—being choked to death can be quite distracting.

Decapitation: Your basic samurai killing slash—it needs a sword, axe, or similar large scale cutting implement.  Decapitation uses a Dexterity and Melee - 5 roll, or the Combat Score - 5, but damage is multiplied by five (after Success Level bonuses are added and armor effects subtracted; damage type is not applied; weapon damage is listed on p. [?]).  If the damage is enough to reduce the victim to -10 Life Points or less, a Survival Test is in order.  If that fails, the head comes off, and the rating of the show goes up to TV-M.  Flashy way to dust vampires .

Disarm: Great for those times when a character needs to borrow someone’s knife and its current owner isn’t in the mood to share, or only wants to let him have it pointy-end first.  Disarm uses a Resisted Action with a Dexterity and Melee - 2, or Dexterity and Brawling - 3 roll, or the Combat Score - 2 against the target’s Parry action.

Dodge: This is where the hero ducks, somersaults or leaps out of the way of an attack.  Dodging hand-to-hand attacks can be done once per Turn without penalty; dodging missile attacks (bullets, ninja stars, harpoons) suffers a -2 penalty on top of any other modifiers.  Dodge adds Dexterity and the highest appropriate skill (Acrobatics, Melee, or Brawling) to the roll, or just uses the Combat Score.

Double Jump Kick: The hero jumps high in the air and kicks with both legs (either at the same time or in quick succession), nailing two enemies at once.  This works like a Jump Kick with a -4 instead of a -3 penalty on the roll, but two opponents can be targeted at once.  Each target defends normally against the attack.  This move is reserved for those with Dexterity 4 or better.  The clumsy need not apply.

Feint: The art of faking out the adversary and smacking him from an unexpected direction.  A Feint counts as a Resisted Action.  It uses an Intelligence and Brawling or Melee roll, or the Brains Score, and is resisted by the target’s roll adding Perception and either of those skills, or just the Brains Score.  If the attacker wins, he can add the Success Levels of the Feint roll to her next attack action roll against the same opponent.

Grapple: Sometimes a character wants to grab someone and shake ‘em until his teeth rattle in their head.  He has to grapple them first, though.  Grabbing people is fairly easy; use a Dexterity and Brawling + 2 roll, or the Combat Score + 2.  The victim resists with a Dodge action.  Vampires and other goon types often try to grab their victims either to capture them or set them up for some necking action.  The attacker has to decide what part of the body to grab: limbs, the whole body, or the neck.  When Grappled, the target is at -2 to actions that involve the grappled limb, or -1 to all actions if grappled around the body.  If both arms are grappled by two attackers, the victim is at -4 to most rolls, and cannot Dodge.  A neck grapple doesn’t impair the target, but sets him up for either the Break Neck or Choke action.  The victim can try to break free the next Turn with a Strength (doubled) roll, or the Muscle Score versus another Grapple action.

Groin Shot: Hitting below the belt may be frowned upon by the old-school pugilists, but they’ve been dead like forever, so who cares what they think?  This attack employs another attack Combat Maneuver, with a -3 penalty to the roll or score.  Damage is normal, but a male victim must gain at least one Success Level with a Willpower (doubled) roll (or the Brains Score) minus double the Success Levels of the attack.  If not, he is knocked down and unable to do anything for the Turn.  Females aren’t completely unscathed, either, but the Willpower roll (or Brains Score) suffers only a -1 penalty.  Every Turn after the first, the character can make a new roll with a cumulative +1 bonus to recover. The groin shot can be used with several different maneuvers.  Kicks are the most common, but depending on the relative positions of the characters, punches, weapon attacks (nobody wants a baseball bat impacting on his nads) and even a head butt (the mental picture ain’t pretty).

Gunshot: Your basic assault with a deadly weapon.  Point towards enemy, pull the trigger.  Use a Dexterity and Shooting roll, or the Combat Score.  Base damage varies depending on the gun used, but all benefit from Bullet type damage.  Range modifiers are applicable.

Head Butt: Sometimes, a character has to use the old noggin in ways not recommended by the Surgeon General.  Head butts are very effective if the butt-or is a grappler or grapplee, or in other very close action, because the victim cannot really dodge out of the way.  Even so, a Head Butt may be attempted against anyone who’s close enough.  If the Head Butt misses though, the attacker hits with the wrong part of the head and he takes the damage instead of the defender.  Head Butts use a Dexterity and Brawling - 2 roll, or the Combat Score - 2, and do (2 x Strength) base points of damage (Bash type).

Jump Kick: To impress friends and smite foes, few things beat a jump kick.  It’s not easy to do, but when done right, it puts the kick back into “butt-kicking.”  Jump Kicks require two rolls, but count as a single action.  The first is a Dexterity and Acrobatics roll, or use the Combat Score, to get airborne; the second is a Dexterity and Brawling - 3 roll (or Combat Score - 3).  The kick does 3 x (Strength + 1) base points of damage (Bash type), and gains an additional damage bonus equal to the Success Levels of the Dexterity and Acrobatics roll or Combat Score.  Of course, if either of the rolls miss, the Jump Kick becomes a Jump Stumble (Cast Member fall down and go boom).  A Jump Kick is the only attack action the character can attempt on that Turn (no multi-actions with this puppy).

Kick: The plain vanilla kick is a simple, yet effective way to put the hurt on someone.  If a kick is parried, the target has a golden chance to try and Grapple the leg, though.  The Kick uses a Dexterity and Brawling - 1 roll , or the Combat Score - 1, but football and soccer players can replace Brawling with Sports if they like.  Ditto for ballet dancers (use Art instead of Sport) if they aren’t too busy acting all graceful to fight.  The Kick’s base damage is 2 x (Strength + 1) points (Bash type).

Knockout: Sometimes a character wants to take somebody out without inflicting permanent damage.  Any Bash attack (Punches, Kicks, sledgehammers, and so on) can be turned into a Knockout attack, using a Dexterity and Brawling - 2, or Dexterity and Melee - 2 roll, or the Combat Score - 2.  The total damage of the attack is halved, but the victim has to make a Constitution (doubled) roll (or use the Muscle Score) with a penalty equal to the Success Levels of the Knockout roll, or she goes down for the count.  Recovery from a knockout is in your fiendish hands; the victim may recover in a few turns, or wake up an hour later . . . possibly bound tighter than Doyle’s purse strings.

Melee Weapon: This covers swinging swords and axes, stabbing, and other close combat actions that involve sticking or smashing foreign objects into bad folks.  It uses a Dexterity and Melee roll, or the Combat Score.  Baseball or hockey players can substitute Sports to swing stick-like weapons (fencers and archery enthusiasts use Melee, though).  Since weapons do different types and amounts of damage (see pp. [?]), each weapon should have its own listing in the Combat Maneuver List.

Parry: Your basic blocking move, used to deflect punches, kicks, and other close combat attacks.  Weapons may only be Parried by weapons; Parrying a weapon with a hand-to-hand attack is just asking for injury.  A hand-to-hand attack may be Parried by a weapon but you have to find a bonehead stupid enough to take a punch at an armed defender.  A Parry uses a Dexterity and Brawling, or Dexterity and Melee roll, or the Combat Score.  Thrown weapons can be parried at a -2 penalty.  Arrows and crossbow bolts are parried at a -6 penalty.  No character can parry bullets unless she arrived in L.A. on a transparent plane from some Amazon island.

Punch: Closed fist, traveling quickly towards the target.  Uses a Dexterity and Brawling roll, or the Combat Score, and does 2 x Strength points of damage (Bash type).  ‘Nuff said.

Slam-Tackle: The All-American football maneuver that can stop touchdowns or bring down fleeing demons.  Tackles use Strength and Sports rolls, or Muscle Scores, and can be Dodged, but not Parried.  On a successful hit, the target takes 2 x Strength base points of damage (Bash type) and, if he fails to resist with a Strength (not doubled) roll or the Muscle Score divided by two, he goes down hard.  At the end of a successful Tackle, the attacker can Grapple the victim’s legs or torso without rolling.  Tackling is the only attack that can be attempted on that Turn (no multi-actions here either, nice try).

Spin Kick: This is a spinning or roundhouse kick, harder to execute but delivering more damage.  When a character really wants to leave a mark, he should use a Spin Kick.  This move has the same potential problems as the regular Kick, described above.  It uses a Dexterity and Brawling - 2 roll, or the Combat Score -2, and does 2 x (Strength + 2) points of base damage (Bash type).

Stake: Poking someone with a sharp pointy thing is going to hurt no matter who it is.  Still, if it’s not a vamp, and it’s not in the heart, it’s no different than using a knife.  Stake poking uses a Dexterity and Melee roll, or the Combat Score, and does 2 x Strength points of base damage (Slash/stab type).

Sweep Kick: Just the thing to slow down a charging demon, the Sweep Kick does little damage but sends foes to the ground by kicking their feet out from under them.  This special kick uses a Dexterity and Brawling - 1 roll, or the Combat Score - 1.  If it hits, the defender takes Strength points of base damage (Bash type).  Further, he must resist with a Dexterity and Acrobatics roll, or the Combat Score to keep her feet.  If not, he falls down.

Takedown: This includes judo throws, wrestling moves, trips, and similar methods of making an enemy kiss the ground.  The Takedown uses a Strength and Brawling roll, or the Muscle Score.  If the target fails to Parry or Dodge, he hits the mat and takes Strength points of Bash damage.  Otherwise, the defender takes no damage and the Takedown fails.

Target Limb: Sometimes you want to break a leg, and not in a show biz good luck kind of way.  Targeting a limb (arm, leg, or tentacle) uses the appropriate Combat Maneuver with a -2 penalty, or the Combat Score - 2.  Damage over half the target’s maximum Life Points cripples or severs that limb; excess damage is lost.  Combine that with Slash/stab weapons and you’ve got some serious problems.  Playing with large, sharp things is really only for the pros . . . and those with lots of Drama Points.

Through the Heart: A classic, and for good reason—nothing says “boo” to a vampire better than piercing his cold heart with pointy wood.  This attack has no effect on some creatures, but most things, including people, find it hard to survive with oak stuck in or near the old ticker.  Attacking the heart uses the appropriate Combat Maneuver with a -3 penalty, or the Combat Score - 3.  Damage to non-vamps is quadrupled (after applying the base damage, Success Levels, and armor; this multiplier replaces the damage type modifier).  It’s even worse for vamps (times five damage), but you have to stick them just right .  Through the Heart is used principally with Bows, Crossbows, Stakes, and Thrown Stakes but other implements can and will be used.

Throw Weapon: The art of taking a properly balanced weapon and throwing it at a target.  The range of this attack is two yards plus two yards per Strength level.  Throw weapon uses a Dexterity and Melee - 1 roll, or the Combat Score - 1, and the base damage varies by the weapon tossed .
Toss: Your basic “pick up victim, then hurl victim across the room just to prove how badass you are” move.  The defender must be Grappled first  and the attacker must have a minimum Strength 4.  Then, the attacker uses a Strength (doubled) - 4 roll, or the Muscle Score - 4, and the defender resists using a Strength (not doubled) roll or the Muscle Score divided by two.  If the attack succeeds, it does Strength points of base damage (Bash type).  Also, the defender is tossed one yard for each Success Level in the roll, and is automatically knocked down.  If the attack fails, the defender remains Grappled, but takes no damage and doesn’t go anywhere.  Oh, and the attacker looks pretty silly.

Wall Smash: Grabbing someone and slamming him into a wall or other nearby surface is rarely confused for a friendly or familial gesture.  Then again, characters generally only do that to non-friends and non-family, except in Angel and Conner’s case (and that relationship has never been one to model behavior on).  The attacker must have sufficient Strength to lift his opponent without much effort .  He must also succeed in a Grapple roll first.  If so, he can swing the defender around and introduce him bodily to a nearby surface.  That requires only a Strength and Acrobatics roll or the Muscle Score.  The grabee defends with a similar roll or Score (assume he has defense actions available).  Damage is 3 x Strength in Bash type.

Whirling Sword: This is a complex maneuver, swinging a sword or other balanced weapon (staff, fighting sticks, and so on) in a complex and non-self-debilitating pattern.  Anybody who steps into range of the whirling sword is attacked.  Even better, any close attack made against the character can be parried.  The character uses a Dexterity and Melee - 4 roll, or his Combat Score -4 to attack and defend for the Turn.  This is a great maneuver against multiple opponents, but has a couple of drawbacks.  It’s the only action the character can attempt that Turn, and it does squat against ranged attacks (you might have heard of an archeologist who simply shoots whirling blades masters).  The other problem is the maneuver cannot be used for long before the character gets tired.  Every Turn after the first, the penalty for this maneuver is increased by another two.

Wrestling Hold: This is a half-nelson, full-nelson, or Twister finale, in which the character immobilizes the enemy, usually by grabbing him from behind and twisting one or both arms.  This requires a successful Grapple .  After that, the attacker must make a Strength and Brawling - 2 (or Muscle Score - 2) roll.  The defender then resists with a Strength or Dexterity (whichever is better) and Brawling roll, or the best of his Combat or Muscle Scores.  If the attacker wins, the defender suffers a -1 penalty to all actions for every Success Level in the Wrestling Hold attack until he breaks free or the attacker lets go.  Otherwise, the defender remains Grappled.
This message was last edited by the GM at 00:27, Tue 11 Feb 2020.
Starfleet Command
GM, 588 posts
Sun 3 Feb 2008
at 01:47
  • msg #7

Drama points

Drama points sao um mecanismo que dá um certo controle da narrativa aos jogadores. Eles servem para que o personagem ganhe o "poder do script", atuando de maneira heróica e desafiando as probabilidades para salvar o dia. Todos os personagens começam com 3 Drama points e podem conseguir até mais dois com props (fotos, textos etc. que ajudam a criar o clima do jogo). Durante o jogo, os jogadores podem ganhar mais pontos atuando dentro do espírito da campanha, ajudando a desenvolver a historia e a criar subplots, sendo heróicos e aceitando que coisas ruins aconteçam a seu personagem. Há várias maneiras de usar os Drama points:

Heroic Feat: Sometimes, a character really needs to land that punch, disarm the time bomb with seconds on the clock, or shoot the Romulan warbird as the shields collapse. By spending a Drama Point, the character gets a +10 bonus on any one roll.  This can be an attack or defense action, or any use of a Skill, or even a Fear or Survival Test.  Any subsequent uses of that roll result, such as multiple actions, also enjoy the 10 point kicker.  Heroic Feat can also be tacked on to damage; the +10 bonus is added to the damage of the attack, in addition to any Success Level bonuses. You have to announce you are using a Drama Point during the Intentions phase of a Turn, or before rolling during non-combat situations.  Also, you can only perform one Heroic Feat in a Turn—it can be used either for a skill or Attribute roll, an attack, a defense, or damage, but not more than one of those in the same Turn.

Grazing shot/Flesh wound: The disruptor didn’t hit any vital organs.  The character rolled with the impact and the lirpa didn’t crush his skull.  The bat'leth got caught in the chain mail he was wearing under his shirt.  Somehow, the injuries that should have killed the guy or at least put him out of commission are not as bad as everyone thought.  Or maybe he got his second wind and is ready to go after bandaging a bloody but largely harmless wounds.  Whatever the rationale, Grazing shot/Flesh wound allows Starfleet officers, Klingon warriors and other heroic sentients to get back into action after enduring a beating that would have sent a Gorn to the hospital. For a mere Drama Point, the character ignores half the damage from the last attack, before armor, force fields and damage multipliers are taken into account. Grazing shot/Flesh wound can also prevent disintegration damage. In this case, the character will suffer half the equivalent damage of the setting, but will still be solid, though not necessarily in a good condition. Grazing shot/Flesh wound can be used more than once per Turn.

Plot Twist: The killer accidentally dropped a valuable clue at the scene of the crime.  When three Nausicaans were about to kill Wesley and Dr. Crusher, the cavalry (i.e., Worf) arrived.  Data is researching out some old logs and mentions one to LaForge, who finds the solution to the alien infestation that has been plaguing the Enterprise. Heroes often find help and information from the most unlikely places or at precisely the right time.  Once per game session, a character can spend a Drama Point and get a “break.”  This is not a Get Out of Rura Penthe Free Card. If a dark hero locks a bunch of Ferengi in a room with two hungry mugatos, the Ferengi can spend Drama Points until they’re blue in the face but they are not going to escape unscathed.  The mugatos might keep two alive though (the ones with Drama Points to spend), just as a whim.  By the same token, sometimes clues are available, but they cannot be found at that time.  If you decide that a Plot Twist is not possible, the player gets back the Drama Point.

Technobabble: Similar to Plot Twist, Technobabble allows a character to circumvent a problem in-game by invoking obscure and somewhat esoteric Trek science. Want to pass through a ship's shield with your shuttle? Want to shut down an enemy's warp drive with a modified torpedo? Technobabble is your friend. To use it, a character must spend a Drama point and espouse the mind-boggling scientific principle that backs up his action. A good formula is to use words like isometric, inverse, tetryon etc. in the sentence, and afterwards explain it in layman terms. For example, "I match the phaser frequency to the shield harmonics by inverting the isometric relay charge. The phaser beam will pass through the shield without being blocked". Spending the Drama point only allows the action to be attempted, it does not guarantee success. The GM can ask for one or more skill rolls for it to work. In the example above, the character might have to roll Int + Operations (Tactical) to match the frequency to the harmonics. Repeated use of a particular technobabble is very difficult, since the conditions that allowed it to happen in the first place are almost impossible to replicate.

Cross-training: Sometimes, the warp drive must be jumpstarted, but the only one left in the ship is Nurse Ogawa, or the ship must flown through a minefield and all the bridge crew has been stunned. These are the times that Starfleet cross-training philosophy pays out. All officers and enlisted men receive basic instruction in all of the ship's systems and branch specialties. In a pinch, anyone Starfleet personnel can substitute other. By spending a Drama point, the character can use a different skill to solve a problem in an area he's not trained in. The Drama point allows the use for one roll that should encompass most of the task. Furthermore, this roll cannot earn more than two successes. The GM can apply penalties according to how closely connected are the skill being used to the one that should have been used.
This message was last edited by the GM at 20:58, Fri 16 Sept 2011.
Starfleet Command
GM, 589 posts
Sun 3 Feb 2008
at 01:51
  • msg #8

Experiência pós-Academia

A experiência pós-Academia é gerada através de uma série de tabelas que existem no jogo da Fasa e foram adaptadas para o RPG mais recente, que usa o sistema Coda. Além de dizer quais missões fizeram parte de seu tempo de servico, o método diz quanto tempo vc ficou em cada e qual foi a avaliação do seu oficial superior. Para cada dois anos de serviço, o personagem ganha uma espécie de XP que pode ser investido em habilidades apenas. O custo para aumentar a habilidade é igual ao nível que se deseja. Por exemplo, para subir Phaser 3 para 4 custa 4 XP. Dependendo da missão, ganham-se habilidades extras, como um nível a mais de Bureacracy ou Streetwise. Finalmente, tempo servido a bordo de naves que tem a mesma classe da flagship da o dobro de XP.
Starfleet Command
GM, 590 posts
Mon 4 Feb 2008
at 01:21
  • msg #9

Pontos de experiência

Ao final de cada aventura, o spersonagens recebem pontos de experiência (xp) que podem ser usados para melhorar atributos e habilidades, bem como alterar ou ganhar Qualidades e perder Desvantagens. Os dois ultimos casos so acontecem se houver um motivo dentro da história para isso e podem ocorrer sem gasto de xp se o roteiro assim estipular. Abaixo estão listados os diferentes custos.

Aumentar atributo: 5x o próximo nível ou 15 xp, o que for maior
Aumentar habilidade: próximo nível (ex., subir de 3 para 4, custa 4 xp)
Nova habilidade: 6 xp para nível 1
Nova especialização: 6 xp
Nova qualidade: o mesmo que na criação do personagem,masprecisa de uma razão IC
This message was last edited by the GM at 15:12, Thu 07 Feb 2008.
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