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01:51, 19th April 2024 (GMT+0)

General Rules and FAQ.

Posted by Dungeon MasterFor group archive 0
Dungeon Master
GM, 4 posts
Sat 29 Apr 2017
at 06:04
  • msg #1

General Rules and FAQ

questions and rules.


Posting:
I would like everyone to post at least once per day to keep the story moving.

I will nudge (and shove if need be) the story along when I can to keep it interesting.

I will do an opening post that states the time and date as the day changes I will post another to reflect that (as well as time).

I don't mind if the party splits up to investigate, I am counting on that from time to time, and I will accommodate for that.

I will be doing most of the rolls, only roll if asked to or need to (don't roll to search, but do roll for diplomacy if you can't think of something to say/write) and only with an ok to do so, you never know what I have in stored for you all :)


For combat:

You can describe what you are doing, in detail if you want, but not the results as that is determined by your roll. at the end in small green post what modifiers are used for your attacks and what you rolled.

Always state what you are aiming at, torso arm etc.

If you want to attack random, or "what ever presents itself", you roll your attack and I will handle the target.

Be clear on your defense and what you are using and facing.
This message was last edited by the GM at 20:55, Sat 29 Apr 2017.
Dungeon Master
GM, 6 posts
Sat 29 Apr 2017
at 20:57
  • msg #2

General Rules and FAQ

Dual weapon attack and rapid strike are stackable.


Ambidexterity price is upped to 10 points and the perk "off-hand training" is gone. Like wise the technique "off-hand training" is an average tech, meaning it cost only 4 points to raise it to max.


talents need GM permission and are limited to 2 lvls.
everything else needs GM permission.


Boxing, Karate, and Brawling are now rolled into one skill called Unarmed Striking. It is an average skill.


Wrestling, Sumo Wrestling, and Judo are now rolled into one skill called Unarmed Grappling, it is an average skill.


First "step" cost 0 AP. 4 AP after.
Acceleration up to Move/2 costs 4 AP.
Acceleration up to Move costs 8 AP.
Acceleration from full Move to Sprint speed costs 4 AP.

Constant moving up to Move/2 cost 1 AP per turn.
Constant moving up to full Move cost 2 AP per turn.
Constant sprinting cost 4 AP per turn.

Deceleration over 20% cost 4 AP if you were moving up to your full Move.
Deceleration cost 8 AP to stop from a sprint.
Deceleration cost 0 AP from a step.
Deceleration up to 20% of your Move per second cost 0 AP.

If you’re moving more than one step at a time and wish to maintain that speed, make a HT roll.
Success, cost of your movement goes down by 1 AP. Success by 5+ AP cost goes down by 2.
Failure, cost remains the same.
Critical failure or failure by 5+, you slow down by 20% of your move.

If you move no further than your "Step" in a turn and do nothing else, roll vs HT to recover AP on your next turn.
This message was last edited by the GM at 16:03, Tue 26 Sept 2023.
Dungeon Master
GM, 7 posts
Sat 29 Apr 2017
at 20:58
  • msg #3

General Rules and FAQ

Revised Damage

STThrustSwingPunchKick
011d-31d-21d-31d-3
021d-21d-11d-21d-2
031d-11d+01d-11d-1
041d+01d+11d+01d+0
051d+11d+21d+11d+1
061d+21d+31d+21d+2
072d-12d+12d-22d-1
082d+02d+22d-12d+0
092d+12d+32d+02d+1
102d+22d+42d+12d+2
113d-13d+13d-23d-1
123d+03d+23d-13d+0
133d+13d+33d+03d+1
143d+23d+43d+13d+2
154d-14d+24d-34d-1
164d+04d+34d-24d+0
174d+14d+44d-14d+1
184d+24d+54d+04d+2
195d-15d+35d-35d-1
205d+05d+45d-25d+0



Threshold Table

HP/FPThreshold
1-2
20
31
4-62
7-83
9-124
13-185
19-246
25-367
37-608
61-849
85-12010



ST Thrust damage is equal to ST/4 dice of damage, with fractions being:
.25 = +1
.5 = +2
.75 = +1d-1

Damage Reduction applies a Severity Modifier equal to its level.

Unarmed punching damage is thrust -1 per 2 die, Kicking is thrust, both are considered Crushing.

Swing damage is thrust damage +1 +1 per 2 die +1 per 5 die.

Unarmed Strikes have -1 Severity Modifier.
Damage bonus:

-3 or -2 per die
-2 or -1 per die
-1 or -1 per 2 die
+1 or +1 per 2 die
+2 or +1 per die
+3 or +2 per die
+4 or +3 per die
+5 or +4 per die
+6 or +5 per die
This message was last edited by the GM at 16:01, Tue 26 Sept 2023.
Dungeon Master
GM, 8 posts
Sat 29 Apr 2017
at 20:58
  • msg #4

General Rules and FAQ

Revised Combat Skills


retreating gives +3 to defense modified by skill used.


Fencing is now a technique that is bought for each skill. It is a Hard Technique that starts at skill level and can go as high as skill+4. It is used to offset the retreating penalty all skills have. Weapons that have a "U" in the parry stat do not gain the benefit of this technique.


NEW COMBAT SKILLS

Unarmed Strike skill (Average skill):

strikes with body parts
+0 to strike with elbow from front/ -2 for back
-1 to strike with knee
-1 to strike with head
-2 to Kick
-3 to sweep
+0 to strike with fist
Slams
-2 to parry kicks
-3 to parry weapons other than thrusting attacks
parry two different attacks per turn, one with each hand/arm.
-2 on retreating parries
penalty equal to encumbrance level


Unarmed Grapple skill (Average skill):

Throws
Submission holds
Takedowns
Clinching/grabbing
Slams
Shoves
Resist takedowns
penalty equal to encumbrance level
-2 to parry kicks
-3 to parry weapons other than thrusting attacks
-parry two different attacks per turn, one with each hand/arm.
-hand must be free to use skill for attacks
-2 on retreating parries
-3 to sweep
This message was last edited by the GM at 16:02, Tue 26 Sept 2023.
Dungeon Master
GM, 28 posts
Tue 26 Sep 2023
at 16:02
  • msg #5

General Rules and FAQ


Abilities that normally cost FP now cost AP, at a rate of 1 FP = 16 AP

You may burn a FP or ER for a Second Wind, recovering AP equal to 50% of HTx4 (round up).


Action Points
Action Points represent a store of short-term energy, and may never be reduced below zero. When you reach 0 AP, you’re too drained to do anything that costs AP – you must opt for zero-cost events, or use recovery events to gain them back.


Energy Reserves
Energy Reserves (ER) are used for voluntary, physical feats, and abilities. It can never be reduced below zero. You must rest in order to recover used ER, at a rate of 1 per hour.


Fatigue Points
Involuntary, physical losses (to dehydration, drugs, exertion, illness, intense heat or cold, missed sleep, suffocation, etc.) cost FP. If your ER is at zero you may spend FP instead, but this incurs a Will+3 on the following turn, If you fail this check, you feel the urge to stop doing whatever it is you’re doing. You get an additional +5 to this roll if your maneuver is key to your survival (like in combat) and you haven’t failed a recent Fright Check. Unhealed injury or pain always penalizes the Will roll to persist. Training and practice help deal with this urge, if you have a Relative Skill Level of +1 or higher in the most relevant skill that you’re using while spending or losing FP, add the training bonus to your Will when rolling; Consult the Training Bonus Table (below).


Training Bonus Table
Relative Skill Level +1  +2  +4  +7  +10
Training Bonus       +1  +2  +3  +4  +5


FP recovery rates:
Mild Fatigue: starting FP to starting FPx0.7, 1 FP per 200/(starting FP) mins, 1 hour total

Moderate Fatigue: FPx0.7 to starting FPx0.3, 1 FP per 20/(starting FP) hours, 8 hours total

Severe Fatigue: starting FPx0.3 to 0 FP, 1 FP per 120/(starting FP) hours, 36 hours total

Deep Fatigue: below 0 FP, 1 FP per 240/(starting FP) hours, 240 hours total



Recovering Maximum FP
The body will restore lost blood over time. At the end of each full day during which you get a full ration of food, plenty of water or juice, and have lost no FP for any reason, make a HT roll. If you succeed, your maximum FP recovers by 1, or by 2 on a critical success. There is no effect on a critical failure unless you also spent one or more FP during the recovery period – in that case, you start bleeding again!


This message was last edited by the GM at 16:12, Tue 26 Sept 2023.
Dungeon Master
GM, 29 posts
Tue 26 Sep 2023
at 16:03
  • msg #6

General Rules and FAQ

Pyramid 3/34 Ten Tweaks to Customize Combat
quote:
Duck!
Distance and Defense (+1/-1)
Hurling
He Who Hesitates
Grazes


Pyramid 3/44 The Last Gasp
quote:
Long Term Fatigue
Painful Recovery (see house rule notes)
Short Term Fatigue
Movement (see house rule notes)
Spending FP (see house rule notes)


Pyramid 3/52 Delayed Gratification
quote:
Setup Attack
Stacked Setups
Lather, Rinse, Repeat (flat +2)
Don’t Do Something – Just Stand There
Everyone’s Invited
Location, Location, Location


Pyramid 3/70 Ten For Ten
quote:
Complementary Skills



Pyramid 3/87 The Broken Blade
quote:
Weapon Robustness
Anvil and Whetstone


Pyramid 3/120 Conditional Injury
quote:
Conditional Basics
Special Cases


Basic Set
quote:
Jumping with Encumbrance, p. 352.
Changing Posture in Armor, p. 395.
Flesh Wounds, p. 714.
Bleeding, p. 420. (modified)
Accumulated Wounds, p. 420.
Last Wounds, p. 420.


High Tech
quote:
Frostbite, p. 63.


Martial Arts
quote:
Targeted Attacks, p. 68
Combinations, p. 80
Expanded Combat Maneuvers (ALL), p.97
Who Draws First, p.103
Melee Attack Options, p. 109
A Matter of Inches, p. 110
Limited Maneuver Selection, p. 113
Close-Combat Options, p. 114
Grab and Smash, p. 118
Ranged Attack Options, p. 119
Rapid Fire With Thrown Weapons, p. 120
Active Defense Options, p. 121
Bruised Knuckles, p. 124
Low-Line Parries, p. 124
Extra Effort In Combat, p. 131
Realistic Injury, p. 136
Severe Bleeding, p. 138


Martial Arts: Gladiators
quote:
Focused Defense, p. 21.


Tactical Shooting
quote:
Light Adaptation, p. 18


Low Tech 2
quote:
Awkward Shields, p. 19

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