Errata of the Game
Below is my attempt of keeping things clear as we post. If it seems to bog us down I will revamp. Keeping the story rolling is what I truly hope to accomplish.
1. In case of a rule dispute, please PM(Private message) me and we can can google the heck outta of the point brought up. But until we come up with a equitable solution I will continue on with the game.
2. Try to play "In Character". Think about how your character would react to a situation, and roll with it. This means that your character may not get along with another character. If two characters have differences, then feel free to play them out. React to the CHARACTER, not the player.
3. If there are major complaints about a PLAYER(well grow up :D), then come to me and I will speak to that individual privately. No flaming, trolling or otherwise abusive actions between players. This could(and most likely will) result in removal from the game. According to the age restriction we all should be adults.
ARMOR:
An unmodified roll that successfully hits above the characters A.R. inflicts full damage. A modified roll to hit above the characters A.R. inflicts one half damage to the armor and one half to the character. A roll below the A.R. the is considered to have deflected/Adsorbed the hit and no damage is done to the armor or wearer.
An exception to this rule is a successful called shot to a specific unarmored portion of opponents anatomy.
This is an attempt to make armor more viable and not require extensive repairs all the time.
SHIELD:
Shields have a bonuses to parry applied to them. +1 for Small round shields, +2 for Large (Normal sized) shields, +3 for Tower or (Full sized) shields. This is in addition to any weapon proficiency training.
Unless the strike is intentional in targeting the shield to break it, the shield will suffer no damage. This represents the durability/deflecting of the shield in combat. Plus the strike must be over the natural A.R. of the material of the shield (see armor for details).
RANGED WEAPON MODIFIERS:
-Anything up to ¼ maximum range is done without any inherent penalty
-Anything above ¼ to ½ maximum range is done at a –1
-Anything above ½ to ¾ maximum range is done at a –2
-Anything above ¾ to maximum range is done at a –3 ((in addition to any other penalties due to movement, cover, environmental conditions, etc.)
First edition sniping skill can be used and is the replacement of the sniper skill. It gives a +2 with aimed shot, and does x3 damage for any roll over 20.
SPELLS:
If a spell caster is hit or suffers damage while attempting to cast a spell they must successfully roll under their M.E. to finish the spell. Figure in a negative 1 modifier for every 5 points of damage sustained and a negative 5 modifier if spell caster is knocked down.
-Any attempt to parry or dodge results in automatic spell disruption.
PPE CHANNELING: (Simplified)
This is the basic rule. Instead of the purely time-based system found in all of Palladium's major games the rate at which a magic-using character can channel P.P.E. into casting a spell allows mages to channel five P.P.E. per level of experience per melee action.
So a 3rd level wizard (5 PPE x 3 lvl) that cast a spell could channel 15 P.P.E. per action. So a spell costing 45 P.P.E would cost 3 actions. A 6th level wizard could cast the same spell in 2 actions.
SPELL WEAVING: (Borrowed)
Examples:
Chris the Ley Line Walker is fighting invisible monsters in dark ruins. Because he can't see where he is going, let alone see his attackers, he decides to cast Globe of Daylight woven with See the Invisible to create a globe of light that illuminates invisible creatures so that Chris's allies can now see their assailants as well.
The damage, range, and duration of a woven spell is the highest damage, range, and duration values of the spells woven, not a combination of all the spells. The exception to this is a spell containing an "instant" duration. While the other effects of the spell will continue for the duration of the spell, any instant effects will play out once the spell is cast, but will not repeat.
Example:
Chris casts Blinding Flash woven with Befuddle to give him a fighting chance to escape Steve. Befuddle has a duration of two minutes per level, but Blinding Flash is instantaneous. When the spell casts, the Blinding Flash will affect Steve instantly, assuming he doesn't save, while Befuddle will continue to affect him for the duration, creating a mage-conjured "flash-bang" effect.
The exact nature of the woven spell, what it accomplishes and its subsequent effects, will be discussed between the player and myself. While there are no exact restrictions to spell weaving, aside from rituals, not every spell will easily weave with another. Weaving Charismatic Aura with Fireball will not just generate both effects, the spells are LINKED so that their effects will have the same target and intertwine with one another.
Spells CAN be woven to expand their area of effect, like the Globe of Daylight and See the Invisible example. The caster's intention is the greatest defining aspect of the woven spell, while two casters may weave the same spells together, they may come out with differing effects, depending on the caster's intention. Occasionally, an intended effect will be determined to require a spell weave that the mage doesn't know. In these cases, the mage won't be able to generate the effect, or will have to consider other possible combinations.
The downside is that it will cost additional PPE and could take longer to initiate. The cost would be the cumulative cost of all the spells in the weave plus 5 PPE per level of the highest level spell. Globe of Daylight with See the Invisible (both level 1) would cost 4 (GoD) + 2 (StI) + 5 (level 1) = 11 PPE.
Rituals cannot be woven with other rituals or incantations due to the exacting nature of rituals. Psionics cannot be woven. Any spell can be woven with any spell a character knows, allowing a generic Incantation be woven with Temporal magic or any other non-ritual spell.
Additional Skill Options
Diplomacy 20% +5% per level
+1 M.A.
Jesting 28% +3% per level
+1 M.A.
Bowyer 25% +5% per level
Fletching 25% +5% per level
Resist Interrogation 20% +5%
+2 M.E. (+5% for every M.E point above 15)
Blacksmith 20% +5% per level
Blind Fighting (can be selected up to 3x)
Beginner: ½ penalties when blinded, -5 s/p/d
Expert: -3 s/p/d
Master: Negates all penalties of fighting blind
Contortionist 20% +5% per level
+15% to escape artist, +10% all gymnastics/acrobatic skills
Diving
+1 P.P.
Hide 30% +5% per level
+10% camouflage and prowl skills
Ice Skating 35% +5% per level
+1 P.E. +1d4 spd, +1d6 sdc
+1 dodge on ice, spd = x2 running
Juggling 30% +5% per level (3 items at 1st level +1per level)
+1 initiative, +1 throw weapons/items @ levels 1,3,5,8,10,12 & 15
Mountaineering 25% +5% per level
Snow Skiing 35% +5% per level
+1 P.E. +1d6 sdc
Spelunking 30% +5% per level
Tumbling
Back flip 40% +5% per level
Pole Vault 50% +5%
Stilt Walk 50% +5%
+2 roll
+2 PS
+1 PE
+2d4 sdc
Read Lips 25% +5% per level
History 35% +5% per level
Antiquarian 30% +5% per level (+10% if you have History skill)
Cartography 20% +5% (+10% if you have Art skill)
Cartwright 26% +4%
Etiquette 25% +5%
<i> +1 M.A.
Gem Cutting 26% +5% (prerequisite: Gemology)
Leather Working 30% +5%
Legal Knowledge 25% +5%
Lore: Mythology & Folklore 30% +5%
Mining 16% +5%
Pottery 25% +5%
Animal Sounds 36%/16% +4% per level (allows character to imitate known animal sounds)
Excavation 25% +5% per level
Lore: Underground 25% +5% per level
Surface Mapping 35% +5% per level
Underground Mapping 30% +5% per level
Smelting 30% +5% per level
Arctic Survival ( +5% per level to Wilderness Survival rolls in cold weather scenarios)
Desert Survival “ “
W.P. Garrote
Use knife bonuses for strike from behind. Damage 1d6+PS dam +1d6 per round direct to HP’s
W.P. Quick-draw
The act of drawing a weapon does not take a melee action. Only applies to one particular type of weapon per skill selection
W.P. Weapon Mastery
+2 Strike & Parry with one particular type of weapon. i.e Katana sword, Bearded War axe, Kukhri Daggers etc. The mastery would not be conferred to all types of swords for instance, just Claymore's or whichever type you choose per skill selection.
This message was last edited by the GM at 00:00, Thu 29 June 2017.