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Armor and Hit Locations Display

Be it functional or simply fabulous (though no one is telling you it can’t be both, darling), this box is the perfect place to record what your character is wearing. Space is provided for you to record the targeting penalty (listed as SATS penalty) that others take when targeting an area. This value is 0 for most characters, but the targeting penalty suffered by others can be increased by certain traits, hindrances and perks. There’s also space for you to record what armor you’re wearing in a given location, and the DT (that’s damage threshold, in case you forgot) that the armor provides to resist damage taken to that area. The last line provided is for the status of your armor in a given area – statuses such as ‘damaged’ or ‘full of holes, -5 DT’ would go here. It’s a bad idea to keep track of the status of actual body parts in this box – there’s space for that in the wounds area.

Armor and Armor Effects

Armor and barding can do quite a bit for your character, not the least of which is keep them alive by negating damage. This box is a place for your character to record what armor or clothing they’re wearing. Characters can wear multiple sets of armor (as long as they don’t have more than one each of the levels of barding on their person at a given time), but only the heaviest armor (the one with the highest DT value) counts towards reducing damage.

Some armors and clothes do things other than directly keep people from hurting you, such as granting bonuses or penalties to attributes and/or skills. This box is provided so that you can keep track of any such bonuses or penalties that your armor provides. Armor or clothing that is destroyed (its DT has dropped to 0) can still provide bonuses to skills or attributes, provided it is still intact enough to be worn. Characters can only wear so much armor – one piece from each of the four categories (clothing, and light medium and heavy bardings) at a time. The terms ‘barding’ and ‘armor’ are used interchangeably in this document.

 

Weapon Information

This box is for recording and displaying information on the weapons that your character has and uses. Just because they only have five slots doesn’t mean they can only use five weapons, obviously, but there’s only so much we can fit on a single sheet of paper!

This table is specifically designed for ranged weapons like guns, but enough space is provided for the weapons statistics needed to use explosives, melee, and unarmed weapons quickly and effectively in combat as well. For explosives, be sure to differentiate between direct damage and the immediate-area splash damage; there are areas provided or designated to record all of the information necessary to use any of the weapons outlined in the equipment section.

 

Ammo (Slider)

Designed for ponies that use guns, this slider is to allow for easy recording of how many shots a pony has left in their weapon (or weapons) before they need to reload. You can use it however you want, but we recommend that you start at the top and work down for your main weapon, or start at both ends and work towards the middle if you tend to use two weapons simultaneously.



 

Wounds

In combat, your character will eventually get hurt. This is where you record exactly how hurt they’ve become. Remember, if your character has received their endurance score or more in wounds to the torso or head (or wherever it is your wastelander keeps their vital organs), they’re dead. The same number of wounds to a non-vital extremity results in dismemberment.

There is also space to record whether or not the limb or area is crippled. Being crippled in an area means that characters take a -25 roll penalty to all skill and attribute rolls related to that area, and it can prevent or hinder movement as well. If a limb is used for movement, crippling that limb slows down that character by a whopping 25%, rounded down to the nearest five foot increment.

Note that even if a pony is fully crippled, they can still drag themselves along at five feet per action.

 



Date: 2015-12-11; view: 1012


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