Post by Gravedust on Jun 11, 2010 22:32:59 GMT -8
((This is a rough, working repository for the current ruleset and rolls pertaining to the stats.))
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TOUGHNESS
Toughness relates to your ability to shrug off or 'soak' damage.
Any incoming damage is mitigated by Toughness via a roll:
[D100+Toughness] / 10 = The amount of damage 'absorbed'
HOWEVER. No matter how well you soak an attack, your character will always take at least 1 damage from it.
A lot of Gear has Toughness built into it, so that's good way to pump up the stat if you want to spend CP on other things.
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STRENGTH
A physically related stat; Strength DOES NOT effect melee attacks at all, but rather deal with how much your character can lift, push, etcetera. A High Strength is useful for hauling things (or people) around a ship during combat, most notably ammunition.
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Ammo Carting Roll: [D100+Strength] Vs. [Shot damage of Ammo]
Rolled for every compartment moved while carrying. A failed roll means a dropped cannon shell. Luckily they won't explode. This applies for carrying most things, actually, the roll for moving a wounded crewman is:
[D100+ Strength] Vs. [20 + total Size of person being carried]
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Strength is also used in a lot of opposed rolls (say wrestling someone, or trying to pull something out of their hands) where is'll be matched against the strength of the opposing party.
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Also it can be used in DIfficulty rolls, such as trying to break down a makeshift barricade.
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Another useful application for strength is in Stoking a furnace, which adds a bit of extra steam. The more fuel you can shovel, the more extra steam is generated:
Steam generated from Stoking = [D100+Strength]
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AGILITY
Agility is a physical stat, basically it measures a combination of coordination, quickness and being light of foot. In combat is is often used as a defensive stat. Additionally it can be used in a lot of other rolls, usually involving mobility.
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One of the more common is:
[D100+Agility] - [Character Size]] Vs. [Difficulty 50]
Which is the roll used for getting through a destroyed airship compartment.
A failure means your character got tangled in the wires and jagged metal and such and is stuck there for an Action.
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In hand to hand combat, Agilty can be used as protection against ranged attacks, By Taking Cover, you add your agility stat as a negative bonus to all ranged attacks that round:
[D100+Attacker's Musketry]Vs. [Diff. 60 -Defender's Size + Defender's Agility ]
This costs one Action though, and ranged attacks that happen before you have a chance to Take Cover won't be affected.
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Similarly a Character can use Agility to try to avoid Melee attacks, by attempting to Dodge them. This substitutes the Defender's Agility Skill for their Swashbuckling skill in the Melee rolls: [D100+Attacker's Swashbucking] Vs. [D100+Defender's Agility]. The main difference is if the Defending roll succeeds, the Attacker takes no damage. (Unlike normal swashbuckling rolls, see below for clarification) The negative modifier to a defender when being attacked by multiple attackers remains in effect, however. (Again, see Swashbuckling, below) Attempting to Dodge also costs 1 Action, and the effect does not go into effect until the player's turn in the round.
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Agility is also used for jumping or other dangerous maneuvers where it's important to keep your feet, including a lot of Opposed rolls and Difficulty Rolls.
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COMBAT TACTICS
Combat tactics determines the order things happen in combat.
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[D100+Combat Tactics] for each character in combat.
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Highest result goes first, and then from there on down till the lowest.
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Having a higher combat Tactics increases the chance your character will get to perform his or her actions first, which lessons the chance of a wasted action because someone else's counteracted yours.
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Since combat happens according to a timeline, it provides an additional advantage there as well, since your attack might be effective enough to degrade the effectiveness of your opponent's attack before they have a chance to actually hit you with it, or perhaps knock them out entirely before they have a chance to do anything.
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Combat tactics is only available through purchasing the stat.
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SWASHBUCKLING
Measures your character's skill at hand to hand combat of all types, including unarmed.
When a melee attack is made the attacker's Swashbuckling roll is set against the Defender's.
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[D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling]
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The character with a higher result causes 1 damage to the other for every 10 points of difference between the rolls. If there is less than 10 points of difference, no damage is dealt either way.
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When a melee attacker makes an attack against a character that has already defended another person's melee attack that round, the defender receives a -10 penalty to their defense roll. This effect stacks with every new attacker till the end of that round.
For example:
1st character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling]
2nd character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling][-10]
3rd character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling][-20]
4rd character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling][-40]
...And so on, thereby making it easier to bring opponents down by 'mobbing' them.
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Be aware that it's the number of ATTACKERS rather than the number of ATTACKS. A character attacking twice in one round will not affect the defense roll penalty.
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Swashbuckling skill can be found on melee weapons and occasionally on gear.
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MUSKETRY
Determines your character's accuracy with all ranged weapons. The basic ranged attack formula is:
[[Attacker's D100 + Musketry][+/- Weapon Accuracy]] Vs. [[Difficulty of 60] - [Target's Size]]
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Common modifiers are for longer than usual range:
[-10 Per Compartment the target is separated from the attacker.]
Note that an attacker may fire at targets in the same compartment as them, or in an adjacent one with no negative modifier.
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Musketry skill can be found in Head or Hands slot. Ranged weapons have a stat called Accuracy that affects the Musketry roll
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Note that Accuracy bonuses from weapons do not stack. The Accuracy modifier for the weapon is used only for that weapon. Accuracy bonuses (or negative bonuses) should be marked only in the Equipment Bonus section.
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AIRSHIP TACTICS
Much like Combat Tactics, Airship Tactics determines the order of actions in the Airship phase, with one twist. The highest roll chooses when in the combat order they want to go, either first or last. In Airship combat there are sometimes advantages to going first, and other times it's better to go later. Generally, winning the Airship tactics roll will allow you to set yourself up to have some sort of tactical advantage in the upcoming turn.
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The roll is: [D100+ Airship Tactics]
Note that only the CAPTAIN makes this roll, or in the absence of an acting Captain, whoever happens to be at the helm at the time. So while this is a powerful stat to have, it's also very situational.
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Airship Tactics stat is usually found in Bridge compartments.
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PILOTING
A representation of a character's skill and aptitude for flying all manner of airship. Having a high piloting skill will allow you to maneuver the airship faster and more effectively in combat without risking going out of control.
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Once a Pilot decides on what moves to make, the cumulative difficulty is tallied (the difficulties of performing different maneuvers is on the Ship's Sheet) And a roll [D100+Airshipman] is made. If the result is higher than the tallied difficulty, then everything goes as planned. If not, then a Pilot Error will occur at the point in the tally list where the pilot ran out of points.
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In combat, Piloting skill also helps to make an airship a harder target to hit, by performing Evasive maneuvers.
[D100+Airmanship] / [Airship Bulk / 10] = Negative modifier for cannon shots.
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Occasionally Piloting skill is subject to DIfficulty rolls, but usually only in difficult or unusual situations.
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Piloting skill is usually granted by Bridge compartments.
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CANNONEERING
Affects rolls made when firing shipboard cannons and other heavy weapons.
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The basic cannon formula is as follows:
[D100 + Cannoneering + Range modifier] - [Evasive Modifier] Vs. Diff 100
(The range modifier is the target airship's Bulk divided by it's Distance)
(The evasive modifier stems from the pilot of the other ship)
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FIREFIGHTING
Firefighting skill helps to quickly (and safely) extinguish fires, generally this is important aboard arrships, as an unchecked fire represents an extreme hazard.
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The Firefighting roll is:
[D100+Firefighting] Vs. [D100+Severity of fire]
If the firefighting roll is higher than the severity of the fire, the Severity is reduced by the difference. If the Severity winds up being higher, the attempt at firefighting has no effect.
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If a character is in or crosses through a compartment that is on fire they must make a check to see if they are harmed by smoke inhalation and the intense heat. The formula is: [D100+Firefighting] Vs. [Severity of Fire] If the Severity exceeds the defensive, 1 roll damage is dealt for every 1 point of difference. This damage is soakable through Toughness.
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Be aware that fire has the capabilty to damage bulkheads and spread to new areas. It's Severity also worsens the longer it is ablaze, so quick firefighting response and sufficient firefighting skill is essential. Left unchecked a fire not only can but probably will destroy an entire ship.
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Firefighting stat can be found on gadgets and gear. Additional Firefighting support can be provided via the bonuses from Damage Control Compartments.
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MECHANICAL
Note that mechanical is NOT USED TO REPAIR AIRSHIPS OR COMPONENTS. (That is Repair)
Mechanical skill represents a character's ability to get machinery to work up to and beyond it's full potential or otherwise get it to operate in a way it was not intended. It is NOT used to fix machines or make repairs. Sucessful Mechanical rolls grant extra damage from Cannons, more Steam from boilers and more Lift from engines. Mechanical can also occasionally used in Difficulty Rolls of various natures.
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The basic Mechanical roll is: [D100+Mechanical] and the result is determined by the type of the device and how well suited it is to Overcharging. The effect of a successful overchanrge should be included with the other information on the device. Failing an overcharge roll has a chance of triggering a malfunction.
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Mechanical skill can be found on pieces of gear and gadgets. Items that grant Mechanical Skill also grant an equal amount of Repair skill (and vice versa)
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REPAIR
Repair pertains specifically to restoring machines or other devices that have broken. Most generally it's used to clear Malfunctions from an airship's compartments.
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The basic roll for repairing Malfunctions is [D100+Repair] Vs. [D100+Severity of Malfunction] (The severity can be anywhere from 1 to 100)
If the Repair roll is higher than the Severity, the Severity is reduced by the Difference. There is no negative effect to failing a Repair roll, other than the malfunction remains at the same Severity. Repairing a Malfunction can be done in flight and in combat.
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Repairing a Bulkhead requires that the Airship be grounded. Bulkhead Plates are required to make the repair, 1 for every point of Bulkhead Repair.
The roll is: [D100+Repair] Vs. Difficulty 10.
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Repairing Condition damage to a compartment requires that the airship be grounded and the affected compartment shut down. (Where applicable)
The roll is [D100+Repair] Vs. [Compartment Rating/100] If the Repair roll is higher, the difference is the amount the Condition is increased by.
Spare parts are required to make the repair. The amount of spare parts needed to repair a compartment is:
[[Total Cost of compartment] / [Total Condition of Compartment]] = Repair Value needed for 1 point of compartment repair.
The amount of Repair Value a spare part is worth depends on the part.
In order to conserve parts you can choose not to attempt to repair a compartment past a certain point.
Repairing compartment damage takes a full day and incurs a -15 morale penalty.
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Repair skill can be found on pieces of gear and gadgets. Items that grant Repair Skill also grant an equal amount of Mechanical skill (and vice versa)
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INTIMIDATE
Intimidate attempts to sway an NPC's behavior by means of threatening or otherwise forcefully coercing them. Be aware that this skill works ONLY aginst NPC's, you cannot use it on player-controlled characters. If you intend to try and intimidate a player's character, you should roleplay it in-character, and their response will be up to them.
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The basic Intimidate roll is [D100 + Intimidate+ Infamy] Vs. [D100+(Modifiers at GM's Discretion)]
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If the character threatens someone with a Weapon, [[The weapon's Calibre or Swashbuckling bonus] /2 ] is added to the roll as well.
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A success will cause the target to react in fear of the Intimidator, making them more likely to be persuaded to do his or her bidding. The exact result will be left up to the GM.
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Intimidating someone is technically a crime (in certain, more civilized areas). And blatantly threatening in public can cause a player to gain some Infamy.
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Roleplaying your threats or coersion may lead to a better result. (And some CP)
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Intimidate can be found as a secondary stat on many pieces of gear and weapons. Additionally, injuries sustained by a character can mature into Scars which add to Intimidate rolls.
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CHARM
Charm attempts to influence an NPC's behavior through positive social interaction, attractiveness, and flirtaceousness. Be aware that this skill works ONLY against NPC's, you cannot use it on player-controlled characters. If you intend to try to ingratiate a player's character, you should roleplay it in-character, and their response will be up to them.
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The basic Charm roll is [D100 + Charm] Vs. [D100+(Modifiers at GM's Discretion)]
A success will cause the target to feel positively towards the Charming character, making them more likely to be persuaded to do his or her bidding or provide help. The exact result will be left up to the GM.
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Remembering to roleplay your charming endeavors may lead to a better result. (And some CP)
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Charm rolls against those of the opposite sex tend to succeed better. (Gain a bonus of ~10 points)
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Charm stat can be found on many pieces of clothing.
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IMPRESS
Impress relies upon a character's apparent wealth, importance, and virtue to sway others to their cause. Be aware that this skill works ONLY aginst NPC's, you cannot use it on player-controlled characters. If you intend to try and Impress a player's character, you should roleplay it in-character, and their response will be up to them.
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The basic Impress roll is [D100 + Impress + Honor] Vs. [D100+(Modifiers at GM's Discretion)]
A success will cause the target to feel inspired and become more likely to offer their assistance. The exact result will be left up to the GM.
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Remembering to roleplay your Impressiveness may lead to a better result. (And some CP)
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Impress stat can be found on many pieces of clothing and some weapons.
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STEALTH
Stealth helps a character move unseen and unheard through their surroundings, or remain hidden while stationary.
Characters who succeed in Stealth roles will not be detected by NPSs (Or other players). And if they get close enough can use this to gain tactical extreme advantages.
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The basic stealth roll is: [D100+Stealth +/- Modifers] Vs. [D100 + Defender's Spot]
There are a considerable number of modifiers:
Positive
+10 For every compartment seperating the Sneaker from the Defender. (Note that adjacent compartments recieve no bonus.)
+10 If the environment is cluttered (The interior of an airship, a filled warehouse or cargo room, a wooded area, etc.)
+10 if the environment is noisy (Running machinery, loud talking or music, etcetera.)
+10 if the envronment is Dim (Weak source of Illumination.)
+10 if the environment is Dark (No source of Illumination. This stacks with the bonus for Dimness)
Negative
-20 if the Sneaker is moving that turn.
-20 If the environment is open (An empty or sparsely furnished room, a field, etc.)
-20 If the environment is quiet
-20 if the environment is well lit
-20 if the sneaker is in the same compartment as the Defender.
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Each Defender in detection ranges gets to make 1 automatic Spot roll per turn, but if the Sneaker passes these rolls they may not roll again until or the Sneaker move closer to one another, or the defenders actively search the area. A new character entering the area will get to make a Spot Roll. But in general, once hidden, a Character remains hidden until the situation changes.
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Hiding or staying hidden requires 1 Action per turn. (Not much that remaining hidden requires much effort, but rather anything else one does while hidden has to be performed slowly as to not give one away.)
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You already must be out of sight to attempt to hide.
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If a character is hidden in the same compartment as an enemy they may perform a Surprise Attack on them. A Sneak Attack can take one of four forms:
•A Ranged Surprise Attack: [D100+Musketry+40] Vs. [Diff 60 -Defender's Size]
•A Melee Surprise Attack: [D100+Swashbuckling] Vs. [No defensive melee modifier]
•An Incapacitation Surprise Attack [D100+Strength+30] Vs. [D100+Toughness]
(If the roll succeeds, the target is incapacitated automatically. This is a silent takedown, but any other enemies in the same compartment will be alerted)
•A Checkmate Surprise Attack. [D100+Agility+30] Vs. [D100+Combat Tactics] (If the roll succeeds, the target will be put in Checkmate by the attacker, with a gun or melee weapon.)
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A Character can perform 2 Surprise attacks in one round, (provided they have 2 Actions) though after the first they must make a Combat Tactics roll against the target:
[D100+Combat Tactics] Vs. [D100+Combat Tactics] If the roll succeeds the sneak attack may succeed, if it fails it is cancelled.
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Stealth stat can be found on numerous garments.
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SPOT
Spot is used to discover hidden characters, items, clues, etcetera. While it is called Spot it really is an amalgamation of all a Character's detection methods. Some Spot rolls are made automatically, others can be initiated by the players by searching the surroundings. Players (and NPCs) get automatic Spot rolls when someone is trying to sneak up on them, unless they are in combat, in which case it must be specified they want to keep an eye out for sneaking characters.
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The basic Spot roll is [D100+Spot], when being used to find a hidden item, it will usually be a DIfficulty roll, determined by the GM. Characters get an automatic roll Spot roll against a sneaking Character, (unless they are in combat) But if the Sneaker passes these rolls they may not roll again until they or the Sneaker move closer to one another.
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Online, a GM may choose not to inform Players that their Characters are making Spot checks in the background (though they should be able to provide records of these rolls if asked) in order to preserve the surprise of an unexpected attack. In person, a GM may ask for rolls and simply not say what it's for. A good GM may ask for rolls even when Spot rolls are not actually being made to make players less suspicious when real rolls are occurring. (Or at least to increase apprehension amongst his/her Players)
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MEDICINE
Medicine is used for tending to wounds and injuries, curing poisons or illnesses, etcetera. In combat it can be used to quickly triage and quick-fix minor injuries, (Though don't expect it to make your character as good as new again in the middle of a fight) out of combat, or in more suitable installations and or compartments it can heal more serious wounds and injuries.
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All medical rolls made on a character are subject to diminishing returns. Every time a character is doctored, subsequent treatments become less effective (there's only so many things you can to to keep a person on their feet.) Each treatment adds a stacking -10 modifier to all future medical rolls. This modifier resets if a Character is brought to a dedicated surgical station, or after a character has begun healing normally. (About a day after being injured)
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Most in-combat medical treatments require Bandages, which are expended when the roll is completed.
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Applying medical treatment takes a full round, during which both the person administering aid, and the person being healed may do nothing else. Administering aid puts both characters at risk for being put in Checkmate, so it's best to to it away from the action, if possible. Characters can treat their own wounds unless they are Incapacitated.
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Most medical rolls are Difficulty Rolls, based on what treatment is to be provided:
Fleshwounds (Health levels 10-7) [D100+Medicine] Vs [DIfficulty 10] 1 health is restored for every 10 points over the difficulty.
Wounds (Health levels 6-4) [D100+Medicine] Vs [DIfficulty 40] 1 health is restored for every 10 points over the difficulty, to a maximum of +3 healed
Severe wounds (Health levels 3-1) [D100+Medicine] Vs [DIfficulty 70] 1 health is restored for every 10 points over the difficulty, to a maximum of +3 healed
Revive (Health level -1 to -3) [D100 + Medicine] Vs. [Difficulty 40] A success will increase health level by 1 and remove Incapacitated Status of health is increased over zero
1)
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Out of combat, Medical skill can be used to treat scars and serious injuries.
Scar: [D100+Medical] Vs. [Difficulty 20] - Success eliminates the Scar
Nasty Scar: [D100 + Medical Vs. [Difficulty 50] - Success eliminates the Scar
Injury: [D100 + Medical Vs. [Difficulty 50] - Success eliminates the Scar
Scars and Injuries don't become permanent until 1 day after the Injury that caused them, and only 1 attempt can be made at fixing them, so it may be best to wait on treating them till there's the benefit of proper medical facilities in order to have the best possible chance.
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Poisons, diseases and other ailments can be cured through Medical skill as well.
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Medical Stat can be found on bits of clothing and gear, a few gadgets, as well as disposable items.
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ENTERTAIN
While it doesn't have much of an effect in combat, Entertain helps raise Morale and keep it high, which in turn can effect the entire crew's rolls. It could also be used to generate some cashflow in a pinch. Entertaining in port or other areas can raise money and (if it's good enough) gain Renown for the player.
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The basic Entertain roll to determine Morale bonuses is [[D100+Entertain] / 10] with the result being the morale bonus for that day. This roll can be made only once per day.
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Most other Entertain rolls will be DIfficulty rolls determined by the GM.
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Entertain Stat can be found on Instruments (Gadgets) and many articles of clothing.
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PHARMACOPIA
Pharmacopia allows the user to create and apply special chemicals that can provide short-term buffs to Allies and hamper the performance of enemies, as well as other effects. Pharmacopia relies on consumables, so the aspiring pharmacist should have some storage if they desire to ply their trade outside of port. A pharmacist's kit is also recommended.
Pharmacopia effects can be delivered by injection, or via shots from a Dart Gun (or anything equipped with a Dart Injector modification) or by using an Aerosolizer or Aerospray Nozzle, which spreads the effect over a Compartment.
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Pharma roll [D100+Pharma Vs. [Application Difficulty]
+1 to effect for every 10 points over Difficulty, to a max of 2x the Original effect.
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Pharmacopeia rolls do not increase the diminishing returns on Medical rolls.
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A Character may have up to 3 different Pharmacopia effects, but the Difficulty of the new treatment is doubled when going from 1 effect to 2, and tripled going from 2 effects to 3.
Neutralizer is not affected by this stacking difficulty. If a Pharmacopia effect that is already present on a character is applied again, it will overwrite the current effect.
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If a Pharmaciopa roll is failed and results in a negative effect, the same effect cannot be applied again until either the effect wears off or is removed with Neutralizer.
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Negative Pharmacopia rolls will stack.
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SELF-MEDICATION
Characters w/o Pharmacopia skill can still use their concoctions. (Though there is no chance of a success bonus from rolling well)-
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PICKPOCKETING
Pickpocketing is a good way to relieve NPC's (It does not work on players) Of their valuables, (or items important to the plot) without them noticing.
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The basic Pickpocketing roll is [D100+Pickpocketing] Vs. [D100+Spot (of the person being pickpocketed)]
Modifiers may be added at the GM's discretion.
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Items of a Size larger than 1 are too large to be taken without the target noticing.
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Pickpocketing is (obviously) illegal, pretty much everywhere. Getting caught in the act will reward you with some infamy.
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Pickpocketing stats can be found on gloves.
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LOCKPICKING
Lockpicking allows a Character to get through locked doors and compartments, containers, etcetera. Lockpicking requires the picking character have some sort of lockpick in their posession. Owning lockpicks is technically illegal in many places, so it may pay to have them in a hidden pocket, somewhere.
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The basic lockpicking roll is [D100 + Lockpicking] Vs. [Difficulty of object to be unlocked]
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Sample difficulties:
Basic doors: Diff 40
Airship Compartments: [Compartment Rating /50]
Locked chests or boxes: 40-80
Safes or heavy chests: 90-110
Reinforced vaults: 110-150
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If done in combat, Lockpicking takes a full round and puts the character at risk of being Checkmated.
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Lockpicking skill can be found on gloves and lockpicking kits and other gadgets.
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CHEAT
Cheating basically allows a Character to tip the results of card or dice games in game to his or her favor. This is useful for making a little spending Cash around port, (Most anywhere will have a casino or some other gambling establishment) but plenty of other things are decided by games of chance as well.
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The Basic Cheater's roll is: [[D100 + Cheat]
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People your character attempts to Cheat will have a chance to detect the Cheating via an automatic Spot roll:
[D100 + Spot] Vs. [D100+ Cheat]
Cheating is heavily frowned upon, and will earn your Character some Infamy (and probably a beating) if they get caught at it.
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Currently this stat can only be increased by buying it.
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LIE DETECTOR
Basically this Skill can be used to inform a Character when he or she is being lied to, by paying attention to subtle clues in the person's vocal inflections and demeanor.
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The basic roll is [D100+ Lie Detector] Vs. [D100 + Subterfuge of the person being evaluated.] (<The defending roll should be known only to the GM)
A Successful roll will only tell if a person is lying, "Yes, they are lying" Not what the truth is.
A failing roll, or a roll that succeeds when the person being examined is not lying will have the result. "You aren't sure."
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Using the skill requires being in conversational range with the person being evaluated.
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Players must 'call' the skill by choosing a recently (within the last few seconds) spoken statement to analyze for falsehood. The skill can be used as often as desired, though it is subject to diminishing returns for each time it is used on a person in the same conversation.
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Currently this stat can only be increased by buying it.
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DAMAGE CONTROL
Damage control represents an innate ability to hit the right buttons and levers instinctively the instant things go wrong, to minimize the damage caused by whatever broke. The practical upshot is that when a Malfunction happens and a Character with Damage Control is in the compartment, the Severity of the Malfunction is reduced. This roll happens automatically as soon as a Malfunction occurs.
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The basic roll is [D100+Damage Control] /5 = [Amount malfunction roll is reduced by]
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Damage Control rolls do not stack, if 2 Characters with Damage controls are in the same compartment, the higher of the two results will be used.
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An Incapacitated Character can not make a Damage Control roll.
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SABOTAGE
Sabotage allows a Character to cause a Malfunction in a Compartment or other machine.
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The basic roll is [[D100 / 2] + Sabotage] = Severity of Malfunction ((BE AWARE THIS FORMULA IS DIFFERENT THAN NORMAL.))
When being used against something other than Compartments the roll will be a DIfficulty Roll at the GM's discretion.
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The Sabotaging character can choose to only use part of their Sabotage bonus for the roll, (if s/he wants to try to disable a device without making it Malfunction bad enough to destroy it) but this must be announced before the attempt, as well as mow much of their bonus they intend to use.
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The Sabotaging character can choose whether the Malfunction happens immediately, or up to 2 rounds in the future. (Often times it is prudent to build in a bit of delay, as some Malfunctions produce impressive explosions.)
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A compartment can be un-sabotaged by making a succssful Repair roll, Treating the Sabotage attempt as a Malfunction and using the Sabotage roll as the Severity. A successful repair undoes the Sabotage attempt, and no Malfunction occurs.
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In Combat, Sabotage take a full round, and leaves a character vulnerable to being Checkmated.
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Items that grant Mechanical/Repair skill also grant an equal amount of Sabotage skill.
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CHEF
The Chef skill takes the food that characters (should be) eating every day and spices it up, improving both the morale bonuses it grants and adding a some bonus stats. While some of the effects are the same as with Pharmacopeia, Chef-imparted bonuses are last a bit longer (24 hours) and have no chance of failure.
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Chef roll have 2 effects, both derived form the same roll
[[D100 + Chef] /20] = Bonus to Toughness, Strength and Agility ((reapplied with every meal)) AND (Morale Bonus (Stacking, max 3 stacks per day))
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Chef stat bonuses can be found on clothing and some gadgets.
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SECOND SHOT
Basically adds a bonus follow-up attack to ranged shots, so every Ranged attack can be two, essentially. The Second Shot shot carries a heavy penalty to it's difficulty roll, however. The target of a Second Shot must be the same as the initial ranged attack. A second shot can hit even if the initial shot misses.
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SECOND SHOT ONLY WORKS WITH SIZE 1 AND 2 HAND GUNS
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The basic roll is:
[[Attacker's D100 + Second Shot][+/- Weapon Accuracy]] Vs. [[Difficulty of 80] - [Target's Size]]
(Basically the only difference between a Second shot and a regular one is the increased difficulty and the new stat modifier)
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Items that grant Musketry skill also grant an equal amount of Second Shot skill.
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A second shot should be noted as:
(1) Ranged attack versus (#####) with Second Shot.
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SECOND STRIKE
Adds a bonus follow-up attack to melee strikes, much in the manner that Second Shot adds a bonus ranged attack. The second strike carries a penalty to it's roll, which can make it a risk to use. The target of a second strike must be the same as the initial melee target.
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SECOND STRIKE REQUIRES THAT 2 MELEE WEAPONS BE EQUIPPED.
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The Basic roll is:
[Attacker's D100+Second Strike] [-20]] Vs. [Defender's D100 + Melee]
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Items that grant Swashbuckling skill also grant an equal amount of Second Strike skill.
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A Second Strike should be noted as:
(1) Ranged attack versus (#####) with Second Strike.
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BARTERING
Bartering improves the price of items purchased or sold in stores or in port, A roll should be made before the Character begins buying, and the result will effect all their purchases. If the Character is unhappy with the result of their first roll(s) they can try again with the usual diminishing returns. Diminishing returns on Bartering will reset after two days.
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The Basic roll is
For Items: [D100+Bartering][/5]] = Percent buy price is reduced or selling price increased. (Remember Items can usually only be sold for 50% value)
For Cargo [D100+Bartering][/10] = Percent buy price is reduced or selling price increased (Cargo is sold at 100% value)
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It is permissible for a Character to buy Items or Cargo for others using their Bartering skill.
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SCROUNGER
Scrounger makes it easier to find items in shops, due to having 'connections' or simply knowing where to look and how to ask for certain things.
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The Scrounger skill is added to your rarity rolls:
When performing a Rarity Check: [D100 + Scrounger]
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Currently this stat can only be increased by buying it.
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SAPPING
Sapping allows a Character to damage bulkheads (or the floors and walls of structures) and Compartments via the use of Explosives. Sapping skill can selectively damage machinery, compartments or punch entryways through walls. The explosives to take up some room, so it's best to have some carrying space available. Most sapping charges are powerful enough to blow through interior bulkheads in an airship, but only the largest can pierce through an outer hull, in most cases.
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The basic roll is [D100+ Sapping] Vs. [Handling Difficulty of explosive x 1.5]
The difficulty of Sapping rolls is determined by the size of the charge to be used. Failing a Sapping roll can have some disastrous consequences, so it's best to stay within your relative skill level.
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Failing a Sapping roll by by 10 or less causes the charge to fizzle and need to be reset.
Failing by 20 causes an explosion of 1/2 the charge damage against the person setting the charge.
Failing by 30 or more causes the charge to detonate, dealing full damage to everyone in the compartment.
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A sapping charge can be made against either a Bulkhead (wall, floor or ceiling), can be set to do Durability damage to the Compartment, or can be set to harm people in the compartment as with a normal Throw Explosives.
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Charges set against Bulkheads do no compartment damage and do not harm anyone in the compartment. However any extra damage remaining after the bulkhead is destroyed is applied to anyone inside the adjacent compartment as per a normal Throw Explosives effect.
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Charges set against against machinery in the Compartment explode and cause durability damage which may cause a malfunction, but does no damage to bulkheads or anyone in the compartment.
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Charges can be set as booby-traps, which will detonate when anyone unaware of them crosses the Compartment. Anyone entering the compartment makes a spot check [D100+Spot] Vs [D100+ Sapper's Sapping skill - Damage rating of the explosive set] in order to notice it and avoid setting it off. Booby trap Charges can be set to damage bulkheads, machinery or personnel as normal.
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Charges can be set on a timer, to detonate up to 1 day from the time it was placed.
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Sapping charges can be Disarmed (by anyone) using a successful roll of [D100+Sabotage(if applicable)] vs. [Handling Difficulty of Charge] Failing this roll causes the charge to explode immediately, damaging whatever it was placed on as normal, and also full damage to the person attempting to Disarm it.
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In combat, laying a charge takes a full round and leaves a character vulnerable to being Checkmated.
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Information on creating explosives with Sapping skill is here:
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=72
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LEADERSHIP
Leadership allows a Character to shout orders and give encouragement, giving an increase to all rolls for all members in their group for the remainder of the round. This takes 1 Action. Note that the bonus only kicks in once the Leadership roll is made, so not all of your group may benefit from the effect if the Character using Leadership is far down the event chain.
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The basic roll is : [[D100+Leadership] /20] = Amount of Bonus given
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Only Characters in the compartment with the Character giving the Leadership bonus, or in an adjacent compartment will receive the bonus.
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If more than one Character uses leadership in a single round, One effect will only overwrite the other if it is a higher result.
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TAILORING
Tailoring allows the character to make items of clothing and other pieces of gear for the Head, Chest, Hands, Legs and feet Equipment slots.
For more details, read here:
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=68
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TINKERING
Tinkering allows a character to create items that can be equipped in the back and belt slots and has access to a number of useful accessories.
For more details, read here:
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=69
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WEAPONSMITH
This will allow the Character to create ranged and melee weapons. Cost and difficulty in creating the item is dependent on the complexity of the item, but in general with high levels of this skill you can make better gear than can be found otherwise in the game.
Gunsmithing
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=73
Swordsmithing
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=74
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TOUGHNESS
Toughness relates to your ability to shrug off or 'soak' damage.
Any incoming damage is mitigated by Toughness via a roll:
[D100+Toughness] / 10 = The amount of damage 'absorbed'
HOWEVER. No matter how well you soak an attack, your character will always take at least 1 damage from it.
A lot of Gear has Toughness built into it, so that's good way to pump up the stat if you want to spend CP on other things.
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STRENGTH
A physically related stat; Strength DOES NOT effect melee attacks at all, but rather deal with how much your character can lift, push, etcetera. A High Strength is useful for hauling things (or people) around a ship during combat, most notably ammunition.
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Ammo Carting Roll: [D100+Strength] Vs. [Shot damage of Ammo]
Rolled for every compartment moved while carrying. A failed roll means a dropped cannon shell. Luckily they won't explode. This applies for carrying most things, actually, the roll for moving a wounded crewman is:
[D100+ Strength] Vs. [20 + total Size of person being carried]
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Strength is also used in a lot of opposed rolls (say wrestling someone, or trying to pull something out of their hands) where is'll be matched against the strength of the opposing party.
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Also it can be used in DIfficulty rolls, such as trying to break down a makeshift barricade.
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Another useful application for strength is in Stoking a furnace, which adds a bit of extra steam. The more fuel you can shovel, the more extra steam is generated:
Steam generated from Stoking = [D100+Strength]
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AGILITY
Agility is a physical stat, basically it measures a combination of coordination, quickness and being light of foot. In combat is is often used as a defensive stat. Additionally it can be used in a lot of other rolls, usually involving mobility.
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One of the more common is:
[D100+Agility] - [Character Size]] Vs. [Difficulty 50]
Which is the roll used for getting through a destroyed airship compartment.
A failure means your character got tangled in the wires and jagged metal and such and is stuck there for an Action.
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In hand to hand combat, Agilty can be used as protection against ranged attacks, By Taking Cover, you add your agility stat as a negative bonus to all ranged attacks that round:
[D100+Attacker's Musketry]Vs. [Diff. 60 -Defender's Size + Defender's Agility ]
This costs one Action though, and ranged attacks that happen before you have a chance to Take Cover won't be affected.
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Similarly a Character can use Agility to try to avoid Melee attacks, by attempting to Dodge them. This substitutes the Defender's Agility Skill for their Swashbuckling skill in the Melee rolls: [D100+Attacker's Swashbucking] Vs. [D100+Defender's Agility]. The main difference is if the Defending roll succeeds, the Attacker takes no damage. (Unlike normal swashbuckling rolls, see below for clarification) The negative modifier to a defender when being attacked by multiple attackers remains in effect, however. (Again, see Swashbuckling, below) Attempting to Dodge also costs 1 Action, and the effect does not go into effect until the player's turn in the round.
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Agility is also used for jumping or other dangerous maneuvers where it's important to keep your feet, including a lot of Opposed rolls and Difficulty Rolls.
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COMBAT TACTICS
Combat tactics determines the order things happen in combat.
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[D100+Combat Tactics] for each character in combat.
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Highest result goes first, and then from there on down till the lowest.
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Having a higher combat Tactics increases the chance your character will get to perform his or her actions first, which lessons the chance of a wasted action because someone else's counteracted yours.
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Since combat happens according to a timeline, it provides an additional advantage there as well, since your attack might be effective enough to degrade the effectiveness of your opponent's attack before they have a chance to actually hit you with it, or perhaps knock them out entirely before they have a chance to do anything.
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Combat tactics is only available through purchasing the stat.
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SWASHBUCKLING
Measures your character's skill at hand to hand combat of all types, including unarmed.
When a melee attack is made the attacker's Swashbuckling roll is set against the Defender's.
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[D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling]
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The character with a higher result causes 1 damage to the other for every 10 points of difference between the rolls. If there is less than 10 points of difference, no damage is dealt either way.
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When a melee attacker makes an attack against a character that has already defended another person's melee attack that round, the defender receives a -10 penalty to their defense roll. This effect stacks with every new attacker till the end of that round.
For example:
1st character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling]
2nd character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling][-10]
3rd character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling][-20]
4rd character's attack: [D100+Attacker's Swashbuckling] Vs [D100+Defender's Swashbuckling][-40]
...And so on, thereby making it easier to bring opponents down by 'mobbing' them.
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Be aware that it's the number of ATTACKERS rather than the number of ATTACKS. A character attacking twice in one round will not affect the defense roll penalty.
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Swashbuckling skill can be found on melee weapons and occasionally on gear.
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MUSKETRY
Determines your character's accuracy with all ranged weapons. The basic ranged attack formula is:
[[Attacker's D100 + Musketry][+/- Weapon Accuracy]] Vs. [[Difficulty of 60] - [Target's Size]]
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Common modifiers are for longer than usual range:
[-10 Per Compartment the target is separated from the attacker.]
Note that an attacker may fire at targets in the same compartment as them, or in an adjacent one with no negative modifier.
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Musketry skill can be found in Head or Hands slot. Ranged weapons have a stat called Accuracy that affects the Musketry roll
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Note that Accuracy bonuses from weapons do not stack. The Accuracy modifier for the weapon is used only for that weapon. Accuracy bonuses (or negative bonuses) should be marked only in the Equipment Bonus section.
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AIRSHIP TACTICS
Much like Combat Tactics, Airship Tactics determines the order of actions in the Airship phase, with one twist. The highest roll chooses when in the combat order they want to go, either first or last. In Airship combat there are sometimes advantages to going first, and other times it's better to go later. Generally, winning the Airship tactics roll will allow you to set yourself up to have some sort of tactical advantage in the upcoming turn.
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The roll is: [D100+ Airship Tactics]
Note that only the CAPTAIN makes this roll, or in the absence of an acting Captain, whoever happens to be at the helm at the time. So while this is a powerful stat to have, it's also very situational.
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Airship Tactics stat is usually found in Bridge compartments.
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PILOTING
A representation of a character's skill and aptitude for flying all manner of airship. Having a high piloting skill will allow you to maneuver the airship faster and more effectively in combat without risking going out of control.
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Once a Pilot decides on what moves to make, the cumulative difficulty is tallied (the difficulties of performing different maneuvers is on the Ship's Sheet) And a roll [D100+Airshipman] is made. If the result is higher than the tallied difficulty, then everything goes as planned. If not, then a Pilot Error will occur at the point in the tally list where the pilot ran out of points.
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In combat, Piloting skill also helps to make an airship a harder target to hit, by performing Evasive maneuvers.
[D100+Airmanship] / [Airship Bulk / 10] = Negative modifier for cannon shots.
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Occasionally Piloting skill is subject to DIfficulty rolls, but usually only in difficult or unusual situations.
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Piloting skill is usually granted by Bridge compartments.
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CANNONEERING
Affects rolls made when firing shipboard cannons and other heavy weapons.
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The basic cannon formula is as follows:
[D100 + Cannoneering + Range modifier] - [Evasive Modifier] Vs. Diff 100
(The range modifier is the target airship's Bulk divided by it's Distance)
(The evasive modifier stems from the pilot of the other ship)
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FIREFIGHTING
Firefighting skill helps to quickly (and safely) extinguish fires, generally this is important aboard arrships, as an unchecked fire represents an extreme hazard.
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The Firefighting roll is:
[D100+Firefighting] Vs. [D100+Severity of fire]
If the firefighting roll is higher than the severity of the fire, the Severity is reduced by the difference. If the Severity winds up being higher, the attempt at firefighting has no effect.
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If a character is in or crosses through a compartment that is on fire they must make a check to see if they are harmed by smoke inhalation and the intense heat. The formula is: [D100+Firefighting] Vs. [Severity of Fire] If the Severity exceeds the defensive, 1 roll damage is dealt for every 1 point of difference. This damage is soakable through Toughness.
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Be aware that fire has the capabilty to damage bulkheads and spread to new areas. It's Severity also worsens the longer it is ablaze, so quick firefighting response and sufficient firefighting skill is essential. Left unchecked a fire not only can but probably will destroy an entire ship.
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Firefighting stat can be found on gadgets and gear. Additional Firefighting support can be provided via the bonuses from Damage Control Compartments.
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MECHANICAL
Note that mechanical is NOT USED TO REPAIR AIRSHIPS OR COMPONENTS. (That is Repair)
Mechanical skill represents a character's ability to get machinery to work up to and beyond it's full potential or otherwise get it to operate in a way it was not intended. It is NOT used to fix machines or make repairs. Sucessful Mechanical rolls grant extra damage from Cannons, more Steam from boilers and more Lift from engines. Mechanical can also occasionally used in Difficulty Rolls of various natures.
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The basic Mechanical roll is: [D100+Mechanical] and the result is determined by the type of the device and how well suited it is to Overcharging. The effect of a successful overchanrge should be included with the other information on the device. Failing an overcharge roll has a chance of triggering a malfunction.
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Mechanical skill can be found on pieces of gear and gadgets. Items that grant Mechanical Skill also grant an equal amount of Repair skill (and vice versa)
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REPAIR
Repair pertains specifically to restoring machines or other devices that have broken. Most generally it's used to clear Malfunctions from an airship's compartments.
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The basic roll for repairing Malfunctions is [D100+Repair] Vs. [D100+Severity of Malfunction] (The severity can be anywhere from 1 to 100)
If the Repair roll is higher than the Severity, the Severity is reduced by the Difference. There is no negative effect to failing a Repair roll, other than the malfunction remains at the same Severity. Repairing a Malfunction can be done in flight and in combat.
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Repairing a Bulkhead requires that the Airship be grounded. Bulkhead Plates are required to make the repair, 1 for every point of Bulkhead Repair.
The roll is: [D100+Repair] Vs. Difficulty 10.
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Repairing Condition damage to a compartment requires that the airship be grounded and the affected compartment shut down. (Where applicable)
The roll is [D100+Repair] Vs. [Compartment Rating/100] If the Repair roll is higher, the difference is the amount the Condition is increased by.
Spare parts are required to make the repair. The amount of spare parts needed to repair a compartment is:
[[Total Cost of compartment] / [Total Condition of Compartment]] = Repair Value needed for 1 point of compartment repair.
The amount of Repair Value a spare part is worth depends on the part.
In order to conserve parts you can choose not to attempt to repair a compartment past a certain point.
Repairing compartment damage takes a full day and incurs a -15 morale penalty.
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Repair skill can be found on pieces of gear and gadgets. Items that grant Repair Skill also grant an equal amount of Mechanical skill (and vice versa)
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INTIMIDATE
Intimidate attempts to sway an NPC's behavior by means of threatening or otherwise forcefully coercing them. Be aware that this skill works ONLY aginst NPC's, you cannot use it on player-controlled characters. If you intend to try and intimidate a player's character, you should roleplay it in-character, and their response will be up to them.
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The basic Intimidate roll is [D100 + Intimidate+ Infamy] Vs. [D100+(Modifiers at GM's Discretion)]
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If the character threatens someone with a Weapon, [[The weapon's Calibre or Swashbuckling bonus] /2 ] is added to the roll as well.
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A success will cause the target to react in fear of the Intimidator, making them more likely to be persuaded to do his or her bidding. The exact result will be left up to the GM.
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Intimidating someone is technically a crime (in certain, more civilized areas). And blatantly threatening in public can cause a player to gain some Infamy.
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Roleplaying your threats or coersion may lead to a better result. (And some CP)
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Intimidate can be found as a secondary stat on many pieces of gear and weapons. Additionally, injuries sustained by a character can mature into Scars which add to Intimidate rolls.
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CHARM
Charm attempts to influence an NPC's behavior through positive social interaction, attractiveness, and flirtaceousness. Be aware that this skill works ONLY against NPC's, you cannot use it on player-controlled characters. If you intend to try to ingratiate a player's character, you should roleplay it in-character, and their response will be up to them.
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The basic Charm roll is [D100 + Charm] Vs. [D100+(Modifiers at GM's Discretion)]
A success will cause the target to feel positively towards the Charming character, making them more likely to be persuaded to do his or her bidding or provide help. The exact result will be left up to the GM.
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Remembering to roleplay your charming endeavors may lead to a better result. (And some CP)
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Charm rolls against those of the opposite sex tend to succeed better. (Gain a bonus of ~10 points)
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Charm stat can be found on many pieces of clothing.
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IMPRESS
Impress relies upon a character's apparent wealth, importance, and virtue to sway others to their cause. Be aware that this skill works ONLY aginst NPC's, you cannot use it on player-controlled characters. If you intend to try and Impress a player's character, you should roleplay it in-character, and their response will be up to them.
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The basic Impress roll is [D100 + Impress + Honor] Vs. [D100+(Modifiers at GM's Discretion)]
A success will cause the target to feel inspired and become more likely to offer their assistance. The exact result will be left up to the GM.
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Remembering to roleplay your Impressiveness may lead to a better result. (And some CP)
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Impress stat can be found on many pieces of clothing and some weapons.
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STEALTH
Stealth helps a character move unseen and unheard through their surroundings, or remain hidden while stationary.
Characters who succeed in Stealth roles will not be detected by NPSs (Or other players). And if they get close enough can use this to gain tactical extreme advantages.
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The basic stealth roll is: [D100+Stealth +/- Modifers] Vs. [D100 + Defender's Spot]
There are a considerable number of modifiers:
Positive
+10 For every compartment seperating the Sneaker from the Defender. (Note that adjacent compartments recieve no bonus.)
+10 If the environment is cluttered (The interior of an airship, a filled warehouse or cargo room, a wooded area, etc.)
+10 if the environment is noisy (Running machinery, loud talking or music, etcetera.)
+10 if the envronment is Dim (Weak source of Illumination.)
+10 if the environment is Dark (No source of Illumination. This stacks with the bonus for Dimness)
Negative
-20 if the Sneaker is moving that turn.
-20 If the environment is open (An empty or sparsely furnished room, a field, etc.)
-20 If the environment is quiet
-20 if the environment is well lit
-20 if the sneaker is in the same compartment as the Defender.
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Each Defender in detection ranges gets to make 1 automatic Spot roll per turn, but if the Sneaker passes these rolls they may not roll again until or the Sneaker move closer to one another, or the defenders actively search the area. A new character entering the area will get to make a Spot Roll. But in general, once hidden, a Character remains hidden until the situation changes.
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Hiding or staying hidden requires 1 Action per turn. (Not much that remaining hidden requires much effort, but rather anything else one does while hidden has to be performed slowly as to not give one away.)
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You already must be out of sight to attempt to hide.
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If a character is hidden in the same compartment as an enemy they may perform a Surprise Attack on them. A Sneak Attack can take one of four forms:
•A Ranged Surprise Attack: [D100+Musketry+40] Vs. [Diff 60 -Defender's Size]
•A Melee Surprise Attack: [D100+Swashbuckling] Vs. [No defensive melee modifier]
•An Incapacitation Surprise Attack [D100+Strength+30] Vs. [D100+Toughness]
(If the roll succeeds, the target is incapacitated automatically. This is a silent takedown, but any other enemies in the same compartment will be alerted)
•A Checkmate Surprise Attack. [D100+Agility+30] Vs. [D100+Combat Tactics] (If the roll succeeds, the target will be put in Checkmate by the attacker, with a gun or melee weapon.)
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A Character can perform 2 Surprise attacks in one round, (provided they have 2 Actions) though after the first they must make a Combat Tactics roll against the target:
[D100+Combat Tactics] Vs. [D100+Combat Tactics] If the roll succeeds the sneak attack may succeed, if it fails it is cancelled.
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Stealth stat can be found on numerous garments.
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SPOT
Spot is used to discover hidden characters, items, clues, etcetera. While it is called Spot it really is an amalgamation of all a Character's detection methods. Some Spot rolls are made automatically, others can be initiated by the players by searching the surroundings. Players (and NPCs) get automatic Spot rolls when someone is trying to sneak up on them, unless they are in combat, in which case it must be specified they want to keep an eye out for sneaking characters.
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The basic Spot roll is [D100+Spot], when being used to find a hidden item, it will usually be a DIfficulty roll, determined by the GM. Characters get an automatic roll Spot roll against a sneaking Character, (unless they are in combat) But if the Sneaker passes these rolls they may not roll again until they or the Sneaker move closer to one another.
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Online, a GM may choose not to inform Players that their Characters are making Spot checks in the background (though they should be able to provide records of these rolls if asked) in order to preserve the surprise of an unexpected attack. In person, a GM may ask for rolls and simply not say what it's for. A good GM may ask for rolls even when Spot rolls are not actually being made to make players less suspicious when real rolls are occurring. (Or at least to increase apprehension amongst his/her Players)
-
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MEDICINE
Medicine is used for tending to wounds and injuries, curing poisons or illnesses, etcetera. In combat it can be used to quickly triage and quick-fix minor injuries, (Though don't expect it to make your character as good as new again in the middle of a fight) out of combat, or in more suitable installations and or compartments it can heal more serious wounds and injuries.
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All medical rolls made on a character are subject to diminishing returns. Every time a character is doctored, subsequent treatments become less effective (there's only so many things you can to to keep a person on their feet.) Each treatment adds a stacking -10 modifier to all future medical rolls. This modifier resets if a Character is brought to a dedicated surgical station, or after a character has begun healing normally. (About a day after being injured)
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Most in-combat medical treatments require Bandages, which are expended when the roll is completed.
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Applying medical treatment takes a full round, during which both the person administering aid, and the person being healed may do nothing else. Administering aid puts both characters at risk for being put in Checkmate, so it's best to to it away from the action, if possible. Characters can treat their own wounds unless they are Incapacitated.
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Most medical rolls are Difficulty Rolls, based on what treatment is to be provided:
Fleshwounds (Health levels 10-7) [D100+Medicine] Vs [DIfficulty 10] 1 health is restored for every 10 points over the difficulty.
Wounds (Health levels 6-4) [D100+Medicine] Vs [DIfficulty 40] 1 health is restored for every 10 points over the difficulty, to a maximum of +3 healed
Severe wounds (Health levels 3-1) [D100+Medicine] Vs [DIfficulty 70] 1 health is restored for every 10 points over the difficulty, to a maximum of +3 healed
Revive (Health level -1 to -3) [D100 + Medicine] Vs. [Difficulty 40] A success will increase health level by 1 and remove Incapacitated Status of health is increased over zero
1)
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Out of combat, Medical skill can be used to treat scars and serious injuries.
Scar: [D100+Medical] Vs. [Difficulty 20] - Success eliminates the Scar
Nasty Scar: [D100 + Medical Vs. [Difficulty 50] - Success eliminates the Scar
Injury: [D100 + Medical Vs. [Difficulty 50] - Success eliminates the Scar
Scars and Injuries don't become permanent until 1 day after the Injury that caused them, and only 1 attempt can be made at fixing them, so it may be best to wait on treating them till there's the benefit of proper medical facilities in order to have the best possible chance.
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Poisons, diseases and other ailments can be cured through Medical skill as well.
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Medical Stat can be found on bits of clothing and gear, a few gadgets, as well as disposable items.
-
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ENTERTAIN
While it doesn't have much of an effect in combat, Entertain helps raise Morale and keep it high, which in turn can effect the entire crew's rolls. It could also be used to generate some cashflow in a pinch. Entertaining in port or other areas can raise money and (if it's good enough) gain Renown for the player.
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The basic Entertain roll to determine Morale bonuses is [[D100+Entertain] / 10] with the result being the morale bonus for that day. This roll can be made only once per day.
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Most other Entertain rolls will be DIfficulty rolls determined by the GM.
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Entertain Stat can be found on Instruments (Gadgets) and many articles of clothing.
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PHARMACOPIA
Pharmacopia allows the user to create and apply special chemicals that can provide short-term buffs to Allies and hamper the performance of enemies, as well as other effects. Pharmacopia relies on consumables, so the aspiring pharmacist should have some storage if they desire to ply their trade outside of port. A pharmacist's kit is also recommended.
Pharmacopia effects can be delivered by injection, or via shots from a Dart Gun (or anything equipped with a Dart Injector modification) or by using an Aerosolizer or Aerospray Nozzle, which spreads the effect over a Compartment.
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Pharma roll [D100+Pharma Vs. [Application Difficulty]
+1 to effect for every 10 points over Difficulty, to a max of 2x the Original effect.
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Pharmacopeia rolls do not increase the diminishing returns on Medical rolls.
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A Character may have up to 3 different Pharmacopia effects, but the Difficulty of the new treatment is doubled when going from 1 effect to 2, and tripled going from 2 effects to 3.
Neutralizer is not affected by this stacking difficulty. If a Pharmacopia effect that is already present on a character is applied again, it will overwrite the current effect.
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If a Pharmaciopa roll is failed and results in a negative effect, the same effect cannot be applied again until either the effect wears off or is removed with Neutralizer.
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Negative Pharmacopia rolls will stack.
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SELF-MEDICATION
Characters w/o Pharmacopia skill can still use their concoctions. (Though there is no chance of a success bonus from rolling well)-
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PICKPOCKETING
Pickpocketing is a good way to relieve NPC's (It does not work on players) Of their valuables, (or items important to the plot) without them noticing.
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The basic Pickpocketing roll is [D100+Pickpocketing] Vs. [D100+Spot (of the person being pickpocketed)]
Modifiers may be added at the GM's discretion.
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Items of a Size larger than 1 are too large to be taken without the target noticing.
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Pickpocketing is (obviously) illegal, pretty much everywhere. Getting caught in the act will reward you with some infamy.
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Pickpocketing stats can be found on gloves.
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LOCKPICKING
Lockpicking allows a Character to get through locked doors and compartments, containers, etcetera. Lockpicking requires the picking character have some sort of lockpick in their posession. Owning lockpicks is technically illegal in many places, so it may pay to have them in a hidden pocket, somewhere.
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The basic lockpicking roll is [D100 + Lockpicking] Vs. [Difficulty of object to be unlocked]
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Sample difficulties:
Basic doors: Diff 40
Airship Compartments: [Compartment Rating /50]
Locked chests or boxes: 40-80
Safes or heavy chests: 90-110
Reinforced vaults: 110-150
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If done in combat, Lockpicking takes a full round and puts the character at risk of being Checkmated.
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Lockpicking skill can be found on gloves and lockpicking kits and other gadgets.
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CHEAT
Cheating basically allows a Character to tip the results of card or dice games in game to his or her favor. This is useful for making a little spending Cash around port, (Most anywhere will have a casino or some other gambling establishment) but plenty of other things are decided by games of chance as well.
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The Basic Cheater's roll is: [[D100 + Cheat]
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People your character attempts to Cheat will have a chance to detect the Cheating via an automatic Spot roll:
[D100 + Spot] Vs. [D100+ Cheat]
Cheating is heavily frowned upon, and will earn your Character some Infamy (and probably a beating) if they get caught at it.
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Currently this stat can only be increased by buying it.
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LIE DETECTOR
Basically this Skill can be used to inform a Character when he or she is being lied to, by paying attention to subtle clues in the person's vocal inflections and demeanor.
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The basic roll is [D100+ Lie Detector] Vs. [D100 + Subterfuge of the person being evaluated.] (<The defending roll should be known only to the GM)
A Successful roll will only tell if a person is lying, "Yes, they are lying" Not what the truth is.
A failing roll, or a roll that succeeds when the person being examined is not lying will have the result. "You aren't sure."
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Using the skill requires being in conversational range with the person being evaluated.
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Players must 'call' the skill by choosing a recently (within the last few seconds) spoken statement to analyze for falsehood. The skill can be used as often as desired, though it is subject to diminishing returns for each time it is used on a person in the same conversation.
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Currently this stat can only be increased by buying it.
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DAMAGE CONTROL
Damage control represents an innate ability to hit the right buttons and levers instinctively the instant things go wrong, to minimize the damage caused by whatever broke. The practical upshot is that when a Malfunction happens and a Character with Damage Control is in the compartment, the Severity of the Malfunction is reduced. This roll happens automatically as soon as a Malfunction occurs.
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The basic roll is [D100+Damage Control] /5 = [Amount malfunction roll is reduced by]
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Damage Control rolls do not stack, if 2 Characters with Damage controls are in the same compartment, the higher of the two results will be used.
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An Incapacitated Character can not make a Damage Control roll.
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SABOTAGE
Sabotage allows a Character to cause a Malfunction in a Compartment or other machine.
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The basic roll is [[D100 / 2] + Sabotage] = Severity of Malfunction ((BE AWARE THIS FORMULA IS DIFFERENT THAN NORMAL.))
When being used against something other than Compartments the roll will be a DIfficulty Roll at the GM's discretion.
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The Sabotaging character can choose to only use part of their Sabotage bonus for the roll, (if s/he wants to try to disable a device without making it Malfunction bad enough to destroy it) but this must be announced before the attempt, as well as mow much of their bonus they intend to use.
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The Sabotaging character can choose whether the Malfunction happens immediately, or up to 2 rounds in the future. (Often times it is prudent to build in a bit of delay, as some Malfunctions produce impressive explosions.)
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A compartment can be un-sabotaged by making a succssful Repair roll, Treating the Sabotage attempt as a Malfunction and using the Sabotage roll as the Severity. A successful repair undoes the Sabotage attempt, and no Malfunction occurs.
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In Combat, Sabotage take a full round, and leaves a character vulnerable to being Checkmated.
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Items that grant Mechanical/Repair skill also grant an equal amount of Sabotage skill.
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CHEF
The Chef skill takes the food that characters (should be) eating every day and spices it up, improving both the morale bonuses it grants and adding a some bonus stats. While some of the effects are the same as with Pharmacopeia, Chef-imparted bonuses are last a bit longer (24 hours) and have no chance of failure.
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Chef roll have 2 effects, both derived form the same roll
[[D100 + Chef] /20] = Bonus to Toughness, Strength and Agility ((reapplied with every meal)) AND (Morale Bonus (Stacking, max 3 stacks per day))
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Chef stat bonuses can be found on clothing and some gadgets.
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SECOND SHOT
Basically adds a bonus follow-up attack to ranged shots, so every Ranged attack can be two, essentially. The Second Shot shot carries a heavy penalty to it's difficulty roll, however. The target of a Second Shot must be the same as the initial ranged attack. A second shot can hit even if the initial shot misses.
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SECOND SHOT ONLY WORKS WITH SIZE 1 AND 2 HAND GUNS
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The basic roll is:
[[Attacker's D100 + Second Shot][+/- Weapon Accuracy]] Vs. [[Difficulty of 80] - [Target's Size]]
(Basically the only difference between a Second shot and a regular one is the increased difficulty and the new stat modifier)
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Items that grant Musketry skill also grant an equal amount of Second Shot skill.
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A second shot should be noted as:
(1) Ranged attack versus (#####) with Second Shot.
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SECOND STRIKE
Adds a bonus follow-up attack to melee strikes, much in the manner that Second Shot adds a bonus ranged attack. The second strike carries a penalty to it's roll, which can make it a risk to use. The target of a second strike must be the same as the initial melee target.
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SECOND STRIKE REQUIRES THAT 2 MELEE WEAPONS BE EQUIPPED.
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The Basic roll is:
[Attacker's D100+Second Strike] [-20]] Vs. [Defender's D100 + Melee]
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Items that grant Swashbuckling skill also grant an equal amount of Second Strike skill.
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A Second Strike should be noted as:
(1) Ranged attack versus (#####) with Second Strike.
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BARTERING
Bartering improves the price of items purchased or sold in stores or in port, A roll should be made before the Character begins buying, and the result will effect all their purchases. If the Character is unhappy with the result of their first roll(s) they can try again with the usual diminishing returns. Diminishing returns on Bartering will reset after two days.
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The Basic roll is
For Items: [D100+Bartering][/5]] = Percent buy price is reduced or selling price increased. (Remember Items can usually only be sold for 50% value)
For Cargo [D100+Bartering][/10] = Percent buy price is reduced or selling price increased (Cargo is sold at 100% value)
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It is permissible for a Character to buy Items or Cargo for others using their Bartering skill.
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SCROUNGER
Scrounger makes it easier to find items in shops, due to having 'connections' or simply knowing where to look and how to ask for certain things.
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The Scrounger skill is added to your rarity rolls:
When performing a Rarity Check: [D100 + Scrounger]
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Currently this stat can only be increased by buying it.
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SAPPING
Sapping allows a Character to damage bulkheads (or the floors and walls of structures) and Compartments via the use of Explosives. Sapping skill can selectively damage machinery, compartments or punch entryways through walls. The explosives to take up some room, so it's best to have some carrying space available. Most sapping charges are powerful enough to blow through interior bulkheads in an airship, but only the largest can pierce through an outer hull, in most cases.
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The basic roll is [D100+ Sapping] Vs. [Handling Difficulty of explosive x 1.5]
The difficulty of Sapping rolls is determined by the size of the charge to be used. Failing a Sapping roll can have some disastrous consequences, so it's best to stay within your relative skill level.
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Failing a Sapping roll by by 10 or less causes the charge to fizzle and need to be reset.
Failing by 20 causes an explosion of 1/2 the charge damage against the person setting the charge.
Failing by 30 or more causes the charge to detonate, dealing full damage to everyone in the compartment.
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A sapping charge can be made against either a Bulkhead (wall, floor or ceiling), can be set to do Durability damage to the Compartment, or can be set to harm people in the compartment as with a normal Throw Explosives.
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Charges set against Bulkheads do no compartment damage and do not harm anyone in the compartment. However any extra damage remaining after the bulkhead is destroyed is applied to anyone inside the adjacent compartment as per a normal Throw Explosives effect.
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Charges set against against machinery in the Compartment explode and cause durability damage which may cause a malfunction, but does no damage to bulkheads or anyone in the compartment.
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Charges can be set as booby-traps, which will detonate when anyone unaware of them crosses the Compartment. Anyone entering the compartment makes a spot check [D100+Spot] Vs [D100+ Sapper's Sapping skill - Damage rating of the explosive set] in order to notice it and avoid setting it off. Booby trap Charges can be set to damage bulkheads, machinery or personnel as normal.
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Charges can be set on a timer, to detonate up to 1 day from the time it was placed.
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Sapping charges can be Disarmed (by anyone) using a successful roll of [D100+Sabotage(if applicable)] vs. [Handling Difficulty of Charge] Failing this roll causes the charge to explode immediately, damaging whatever it was placed on as normal, and also full damage to the person attempting to Disarm it.
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In combat, laying a charge takes a full round and leaves a character vulnerable to being Checkmated.
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Information on creating explosives with Sapping skill is here:
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=72
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LEADERSHIP
Leadership allows a Character to shout orders and give encouragement, giving an increase to all rolls for all members in their group for the remainder of the round. This takes 1 Action. Note that the bonus only kicks in once the Leadership roll is made, so not all of your group may benefit from the effect if the Character using Leadership is far down the event chain.
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The basic roll is : [[D100+Leadership] /20] = Amount of Bonus given
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Only Characters in the compartment with the Character giving the Leadership bonus, or in an adjacent compartment will receive the bonus.
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If more than one Character uses leadership in a single round, One effect will only overwrite the other if it is a higher result.
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TAILORING
Tailoring allows the character to make items of clothing and other pieces of gear for the Head, Chest, Hands, Legs and feet Equipment slots.
For more details, read here:
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=68
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TINKERING
Tinkering allows a character to create items that can be equipped in the back and belt slots and has access to a number of useful accessories.
For more details, read here:
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=69
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WEAPONSMITH
This will allow the Character to create ranged and melee weapons. Cost and difficulty in creating the item is dependent on the complexity of the item, but in general with high levels of this skill you can make better gear than can be found otherwise in the game.
Gunsmithing
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=73
Swordsmithing
gravedust.proboards.com/index.cgi?board=crafting&action=display&thread=74