Home Random Page


CATEGORIES:

BiologyChemistryConstructionCultureEcologyEconomyElectronicsFinanceGeographyHistoryInformaticsLawMathematicsMechanicsMedicineOtherPedagogyPhilosophyPhysicsPolicyPsychologySociologySportTourism






Traits and Hindrances

This box is a summary of your character’s background; traits and hindrances reflect how a character’s past affects their abilities. Traits, hindrances, and their effects should be listed here. We personally recommend including a short statement after each trait or hindrance explaining its effects on rolls or in different situations, if you can fit it. That helps prevent players from forgetting exactly what effects each trait or hindrance might have in a given situation.

 

Skills: Ranks, MFD values and Bonuses & Penalties

This table has spaces for your rank in a given skill (the left-most blank column), in addition to an adjoining table for MFDs. Your “Rank” in a given is determined by your starting Skill rank (the calculation for which is displayed under the ‘Starting Skills and Cutie Marks’ heading of the character creation section above), plus any skill rank bonuses from your race, traits, or perks, in addition to any skill points that you may have invested at past level-ups to increase that skill’s rank. Your rank in a skill represents how good your character is at performing tasks related to that skill – higher is better.

The MFD values are particularly important, because they indicate what values on the dice you must actually roll at or below in order to succeed. To find these values, start at the “MFD 1” column. When you’re actually rolling for skills, the values in this column represent the target numbers for a modifier for difficulty of 1. This column’s values can be determined by adding your skill rank to the ½ MFD value of the governing attribute. The attribute linked to a given skill is displayed in the “ATT” column immediately to the right of the skill name. If a character has 30 ranks in a skill, and the governing attribute has a score of 6, then the value that goes in the “MFD 1” column would be 60. The three columns immediately to the right of that are fractions of that MFD value, calculated similarly to the fractional MFD values in the Attribute Scores table. Remember to round down! If you’d prefer not to muck about with math, there’s a quick reference set of tables at the very end of this document that can provide you with the corresponding fractional MFD TNs based on the MFD 1 TN value.

Remember, the “+” columnon the far right is roll bonuses and penalties – “bonuses” are subtractedfrom die rolls, and “penalties” are added. I’ve also been told it helps to think of bonuses being added to the actual target number for the MFD, and penalties being subtracted from that target number; the effect is the same, whichever way you prefer to think about it.

 

Movement Speeds

These values are the distance your character can cover in combat. For ground speed, your character can move up to 2.5 times their agility attribute score (counting any temporary bonuses such as might be granted by armor or items), in feet, per action in combat (so every 3 seconds, combat rounds being about six seconds long). These values must be rounded down to the nearest multiple of five.



For flight and dig speed, your character can move up to five times their Agility attribute score in feet per action in combat. For flight, this movement limit does not include additional distance that may be covered by making a special aerial maneuver instead of moving normally (such as an Aerial Dash).

Characters that move by digging can only move at their normal land speed underground if they choose not to holster or drop their weapons – use of both claws is necessary to achieve the higher listed speed.

 

Figure 1: Enumerated Character Sheet, Front.

SATS (Slider)

This is where you can keep track of your character’s Stable-tec Assisted Targeting System’s power levels. Characters start out with 40 + (AGIx5) points as their maximum for this slider; because this value changes frequently during combat, we recommend keeping track of this with a paperclip. When using SATS as a combat action, depending on the weapon or spell being used, the remaining “pool” of SATS points available to a player decreases. Every weapon and spell has a listed value for how much a single use of that weapon or a single casting of that spell costs in SATS. These points regenerate at a rate of 5 points per round – a little less than one point every second. SATS use negates visibility penalties, and certain perks grant bonuses to accuracy while using SATS.

 


Date: 2015-12-11; view: 1029


<== previous page | next page ==>
Filling Out Your Character Sheet | Armor and Hit Locations Display
doclecture.net - lectures - 2014-2024 year. Copyright infringement or personal data (0.006 sec.)