Friday, August 31, 2012
Thursday, August 30, 2012
Wednesday, August 29, 2012
Tuesday, August 28, 2012
Mist Burn, as it would come to be called, was a stretch of three nights of infamy that started when someone mis-delivered a crate of Fire-In-A-Bottle. Now, everyone knows the stuff is volatile, even the alchemists that make it. Most typically treat it with caution. The cautious strap it in and pack it in crates to prevent explosions. The more foolish throw it in the back on a couple of furs. That do little to prevent the bottle from being dropped off a wagon after a flyby by Vord sent the horses jumping everywhere.
The looks of surprise and then fear on the faces of travelers was only matched by the greater fear on the faces of those who watched the flames eat away the wagon and then the large trees of the wood that the wagon crashed into.
The resultant explosion burned the north of Treehaven for three days, creating a toxic smoke that burned away the mist that floated over the city. It took summoning a mist elemental out of the forest to quench the flames.
Monday, August 27, 2012
First, Knockdowns require a roll against the target's DEF and then a comparison of BODY to see if you knocked them down. I've generalized it to a roll against their DEF, since you can perform Knockdowns with Athletics, Style, Weapon and half a dozen other skills. The BODY comparison, however, is an often missed step. You have to have more BODY than your opponent or you can't knock them down. Obviously skill, secrets, having four legs, and other things can modify this value (not to mention add realism). Still, you have to have a greater value. Equal means it doesn't work. Smaller means it definitely doesn't work. If you do succeed, they get knocked prone in the space they are standing, lose -5 CF, and take your BODY damage.
Second, if you fail you don't take any damage normally unless they have some ability, skill, secret, etc. that provides for this ability. Nor do foes automatically get a show back at you. Wrong game.
Third, the CF penalty is immediate and repeatable. If you knock someone down more than once in a melee round, they keep on taking the CF penalty. So, yes, its an very good tactic to knock someone down and keep knocking them down to keep them from ever going. Especially if you stagger it among two or three people versus one foe.
Fourth, you can't knock someone down that's prone or already knocked down. They have to be up, active and moving under their own power. Manhandling someone until that point is just that. Manhandling.
Fifth, if you employ a weapon or tool to make the knockdown, the weapon must be able to handle the total BODY of your foe. Otherwise it breaks or gets damaged in the knockdown attempt and you fail.
Six, even if you have a favored position of Prone, you still take the Knockdown damage and penalties. You just don't suffer the problems associated with being prone.
Sunday, August 26, 2012
"A weapon must be capable o being set against a Charge action, such as a halberd, spear or similar weapon. If you set a weapon against a Charge action, you get to make an attack against the Charging opponent when they first enter your ER with a +10 CRIT chance."
So, by default, a polearm or weapon capable of being set against a Charge is NOT readied. It requires an action, a quickened action at that, to ready a weapon against a Charge action. You can expend that quickened action AT ANY TIME, so you could indeed wait to ready it right as your opponent charges. That's a very valid action to take. If you have a quickened action. If you have already used it then you are out of luck.
Saturday, August 25, 2012
First, the only requirement of distance to travel is your SIZE in feet to build up enough momentum. No where does it say you have to travel in a straight line, without deviation or change, in order to charge. So, if you drop back 5 ft to get some distance and then drive straight at someone (Charge), its a perfectly acceptable use of Charge (just cross the appropriate distance). Same applies for going around something or someone, zigzagging, and so on. As long as you travel the distance, it doesn't matter much how you did it; excepting that if you don't employ a straight line you do have to cover twice the distance to build up enough steam.
Second, the benefit to Charge is your add one-half your MASS to damage. It doesn't mean you inflict double damage or double dice or anything like it. You do incorporate MASS from other things into this calculation, such as the benefit provided by armor (see the Enc value on armor). Weight you are carrying doesn't count unless its rigged or adjusted to work with your body (e.g, armor). A sack over your shoulder doesn't fit under this ruling though a GM might rule a good backpack would and provide an Enc value.
Third, the penalty to Charge is the -30 penalty to all MANEUVER skills. That's everything from Acrobatics to Style and includes Parrying (a use of Guard), for example as well as Weapon and Style attacks. So, brash and reckless charges inflict greater damage but also suffer a penalty to hit.
Fourth, a Bestial Charge is a Charge action. Just because the Savage profession adds some additional bonuses to it doesn't make it not a Charge action. Same for the Gladiator version or for the Aerial or Jumping versions unless they specify otherwise.
Fifth, a Charge action is more than building up power and hitting someone. You can also use it to Dash or double full move on your CF Action Count. You can also Overrun someone as well. With an Overrun your focus is not on hitting them for damage but walking over them on the way to something else, though you can surely make it your focus if desired. To blow over someone, make an Athletics roll versus their DEF, compare your BODY to theirs: if you are higher, you succeed and trample them, inflicting your BODY damage and Charge damage as well as knocking them down while you continue merrily on. You could also Press and pretty much do the same thing as outlined in Overrun, just to push them in a direction you desire.
Friday, August 24, 2012
Thursday, August 23, 2012
Wednesday, August 22, 2012
Tuesday, August 21, 2012
Monday, August 20, 2012
Sunday, August 19, 2012
It lists directions and samples on how to enter data and very much makes the process easier. Enjoy!
Friday, August 17, 2012
This would equate out to 2816 miles x 2112 miles – roughly.
Wednesday, August 15, 2012
We will be presenting the rest of the countries in the World Book, with their expansions over the rest of the year and into the next.
"Never poke a thorg; you're likely to get mauled", is one of those pieces of wisdom parents are wont to throw out. Thorg are tiger-like creatures, excepting they are half again as long and possessed of eight limbs versus four. They also have a nasty disposition.
"A black blade in the queen's court" is a swords and dragons reference to a very powerful but pretty rare hand. Good to have; very advantageous but hard to setup. Its used the same way in speech.
Tuesday, August 14, 2012
- Pale/Med/ Gray
- Pale Green
- Light/Med/Dark Brown
- Earthy Brown
- Blue-green aqua or two-tone hazel (roll again for another color)
- Jade Green
- Icy/Dark/Volcanic Blue
- Gold edges, roll again
- Pitch black
- Very long/very short
- Natural Colors (choose)
- Dyed (obvious)
- False natural
- Porcelain /Ivory
- Pinked (Ruddy)
- Light Tan
- Dark Tan
- Jewelry and accouterments
- Body modifications
- Body painting
- Rings (around neck, wrist, etc.)
- Poker face | Pronounced canines
- Mismatched eyes (two different colors) | Facial tics
- Wicked arched eyebrows
- No chin / Cold to the touch
- Never looks a person in the eye | Fearful of the opposite sex
- Crooked, obviously previously broken appendance/facial feature (like your nose)
- Addiction (choose)
- Pronounced accent | Lisp or stutter
- Albino | rat-like features
- Missing limb or sense / Hirsute
- Gigantic ambition
- Very long neck | Horrible acne
- Very long, delicate fingers | lizard lips (very thin lips)
- No sense of humor
- Theatrical, dramatic, larger than life
- Jittery, restless, no attention span
- Sharp chin
- Extremely expressive face
- Vocal imitation | fake accent
- Gaunt | Scrofulous
- Annoying laugh
- Shifty eyes | Hair lip
- Major allergy
- Stiff old wound, impairs mobility / argumentative
- Loud mouthed drunk
- Strange smell
- Gluttonous, always hungry
- Death wish / megalomaniac
- Color blind
- Keeper of the peace
- Rabble Rousing
Sunday, August 12, 2012
More to come!
Wednesday, August 8, 2012
Tuesday, August 7, 2012
- It may seem commonsense but you can't ride something that isn't big enough or strong enough to carry you. Not that smaller super strong beings couldn't carry you but a certain amount of size relative to your own is required – 25% more BODY to be exact – to allow it to act as a mount.
- Mounts that have four or more legs and mounts that are built to carry riders add a +20 bonus to this value to determine their capacity to carry a rider. If a four-legged creature stands on two legs and has a rider, they lose this bonus until they return to four-legged movement.
- It requires a TD 50 Ride skill check to function as a single unit in melee. Without the check, you are just a passenger, potentially an aggressive and/or active one, but still a passenger on a moving creature. You have a –30 penalty to Maneuver skills and ATK rolls. However, if you succeed, you and your mount function as a single being, ignoring this penalty and combining your BODY into a single unit for the purposes of BODY damage and your SIZE scores to determine ER. Otherwise, the benefits of unifying BODY and SIZE are negated by your lack of skill.
- If you are a rider (instead of a passenger) you synchronize your CF with your mount and the mount handles movement, without an action on your part until you are forced to make an additional Ride check. This also means your mount is using its normal action to move and potentially its quickened action as well if you are spurring it on, asking it to dodge, etc. Synchronized CF also means its movement occurs on your CF. Mounted movement uses the mount's movement score, adjusted for carrying load and terrain.
- Passengers are a different story. The mount moves on its own CF and takes action as it deems fit. You have no control until you retake it with a new TD 50 Ride skill check.
- Unless unhorsed, you dismount or fall off, you continue to move with the mount. Doesn't matter whether you are a passenger or a rider.
- If you fall from your mount, use the rules under Acrobatics on pg 238 to determine how to control it and slips and trips in the Battle and Melee section on page 454.