Friday, July 27, 2012

The Journey towards Completion, 7/26/2012 
 
FO:E - APMRPG is a work in progress, so there are many parts of the book that are missing. Much of the current designed process is filling in these missing pages so the rules can be called a complete first draft.

Some of these gaps are due to the lack of time. The perk list in Chapter 5 has a number of mid-level perks without description, waiting their turn while low level perks get proof read. Some gaps you find only after play testing, like when you find out the rules do not put a cap on a character's carrying weight as the players loot everything that is not nailed down!  

In this week's update the perk list and encumbrance rules are little less incomplete. To see the new additions to the rules you can either click the link to the rules on the side or check them out after the break. 



Additions to Chapter 5: Perks

Ace Flyer (Level 8, Flight rank 10, PE 6)
Dogfight Gunner: While engaged in a dogfight, you take no penalty on your attack rolls with ranged weapons.
Prerequisite: Expert Gunner.
Expert Gunner: You gain a +1 bonus to ranged attack rolls made while flying.
Organ Hit: While flying, whenever you deal damage to an opponent that equals or exceeds its massive damage threshold, you move the opponent and additional step down the condition track (see Conditions).
Prerequisite: Expert Gunner.
Quick Trigger: Whenever an opponent moves within 30PL of you while you are flying, you may make a single attack against that opponent as an Attack of Opportunity 
Prerequisite: Expert Gunner.

Bounty Hunter (Level 8, Survival rank 10, PE 6)
Hunter’s Mark: If you aim before making a ranged attack (see Aim), you move the target -1 step down the condition track if the attack hits (see Conditions).
Hunter’s Target: Once per encounter as a free action, you may designate an opponent. For the rest of the encounter, when you succeed on a melee or ranged attack against that opponent, you gain a bonus to your damage rolls equal to you class level (instead of half of your class level).
Prerequisite: Hunter’s Mark.
Notorious: Your skill as a bounty hunter is known throughout the Wasteland. When you are not disguised, you can reroll any Persuasion check made to intimidate others, keeping the better result (see Persuasion).
Nowhere to Hide: You may choose to reroll any Gather Information checks made to locate a specific individual (see the Gather Information skill) but you must keep the result of the reroll even if it is worse.
Relentless: This perk applies only to an opponent you have designated as Hunter’s Target. Any attack or effect originating from the target that would normally move you along the condition track does not, in fact, move along the condition track.
Prerequisite: Hunter’s Mark, Hunter’s Target.
Ruthless Negotiator: When haggling over the price of a bounty (see the Persuasion skill) you can reroll your Persuasion check and keep the better result.
Prerequisite: Notorious.

Cowpony Shooter (Level 8, Point Blank Shot, Quick Draw)
Debilitating Shot: If you aim before making a ranged attack (see Aim) and the attack hits, you move the target -1 step along the condition track (see Conditions) in addition to dealing damage.
Deceptive Shot: Select one target in line of sight within 6 PL. You can spend two swift actions on the same turn to make a Deception check; if the check result equals or exceeds the target’s Will Defense, the target suffers a -2 penalty to Reflex Defense until the beginning of your next turn.
Improved Quick Draw: If you are carrying a one hoof weapon (either mouth held, telekinetically, saddle mounted or holstered), you may draw the weapon and make a single attack during a Surpise! round even if you are Surprised! If you are not surprised, you may take any single action of your choice, as normal.
Knockdown Shot: If you aim before making a ranged attack (see Aim) and the attack hits, you knock the target prone in addition to dealing damage. You cannot use this perk to knock down targets two or more size categories bigger than you.
One Hoof Flurry (3 Ranks): When ever you make multiple attacks with a one hoof or smaller as a full attack action (see Full Attack), you reduce the penalty on your attack rolls by 2. You can take this perk multiple times; each time you take this perk, you reduce the penalty on your attack rolls by an additional 2.
Ranged Disarm: You can disarm an opponent using a ranged attack. If your ranged disarm attack fails, your opponent does not get to make a free attack against you (see Disarm).
Trigger Work: You take no penalty on your attack roll when using the Rapid Shot perk.

Expert Flyer (Level 8, Flight rank 10, PE 6)
Elusive Dogfighter: When engaged in a dogfight, any opponent engaged in the same dogfight takes a -10 penalty on attack rolls when you succeed on the opposed Flight check (see Attack in a Dogfight)
Full Wingpower: You can take 10 on Flight checks made to increase your speed (see the Flight skill description). In addition, when you use the Gallop action while flying, you move up to five times your normal speed (instead of the normal x4).
Juke: When you fight defensively while flying, the dodge bonus to your Reflex Defense increases to +5 even if you make an attack.
Prerequisite: Evasion
Keep it Together: Once per encounter, if you take damage that equals or exceeds your massive damage threshold while flying, you avoid moving down the condition track (see Conditions).
Relentless Pursuit: You may roll twice for any opposed Flight check made to initiate a dogfight, keeping the better result (see Dogfight).

Infamy (Level 8, Deception rank 10, Persuasion rank 10, Cha 6)
Inspire Fear (Rank 1): Your infamy and reputation are such that any opponent whose level is equal to or less than yours takes a -1 penalty on attack rolls and opposed skill checks made against you, as well as Use Magic checks made to cast spells that target you. This is a mind affecting and a fear effect.
Inspire Fear (Rank 2): As Inspire Fear (Rank 1), except the penalty is increases to -2.
Prerequisite: Inspire Fear (Rank 1).
Inspire Fear (Rank 3): As Inspire Fear (Rank 1), except the penalty is increases to -5.
Prerequisite: Inspire Fear (Rank 1), Inspire Fear (Rank 2).
Notorious: Your infamy is known throughout the Wasteland. When you are not disguised, you can reroll any Persuasion check made to intimidate others, keeping the better result (see Persuasion).
Shared Notoriety: When your minions invoke your name, others take note. If you have minions (see the Attract Minion perk), they may reroll any Persuasion checks made to intimidate others (see the Persuasion skill), but the result of the reroll must be accepted even if it worse.
Prerequisite: Notorious

Mastermind (Level 8, Deception rank 10, Persuasion rank 10, Cha 6)
Attract Minion (Rank 1-5): You attract a loyal minion. The minion’s level is equal to three quarters of your character level (FRD). The minions statistics, skills and perks are determined by the Overmare.
You may select this perk multiple times. Each time you select this perk you attract another minion. Normally, you may only have one minion with you at any time. Any other minions are assumed to be looking after other interests for you. If you lose a minion, you can attract another to you.
Each minion that accompanies you on an adventure is entitled to an equal share of the total experience points eared for the adventure For example, a minion that accompanies a band of five play characters receives one-sixth of the XP earned by the group.
Impel Ally (Rank 1): You can spend a swift action to grant one ally the ability to move its normal speed. The ally must immediately move on your turn before you do anything else or the opportunity is wasted. You can use this perk as many times per turn as you have swift actions.
Impel Ally (Rank 2): You can spend two swift actions to grant one ally the ability to take an attack action or a move action. The ally must act immediately on your turn before you do anything else or the opportunity is wasted.
Prerequisite: Impel Ally (Rank 1)
  
Officer (Level 8, Knowledge (military science) rank 10, CH 6 or ST 6)
Assault Tactics: As a move action, you may designate a single creature or object as the target of an assault. If you succeed on a DC 15 Knowledge (military science) check, you and all allies able to hear and understand you deal +1d6 points of damage to the target with each successful melee or ranged attack until the start of your next turn. This is a mind-affecting effect.
Deployment Tactics: You can sue your tactical knowledge to direct allies in battle. As a move action, you can make a DC 15 Knowledge (military science) check. If the check succeeds, you and any allies that can see, hear and understand you gain a +1 competence bonus on attack rolls against flanked opponents or a +1 dodge bonus to Reflex Defense against Attacks of Opportunity (your choice). The bonus lasts until the start of your next turn. This is a mind-affecting effect. If you have the Born Leader or Battle Analysis perks, the bonus granted by this perk increases to +2.
Field Tactics: You know how to use existing cover to best advantage. By spending a move action, you can make a DC 15 Knowledge (military science) check. If the check succeeds, you and all allies within 10PL of you can use whatever cover is available to gain a +10 cover bonus to Reflex Defense (instead of the normal +5 cover bonus). Allies must be able to hear and understand you to gain this benefit, and the bonus lasts until the start of your next turn. This talent provides no benefit to characters not in cover. This is a mind-affecting effect.
Prerequisite: Deployment Tactics.
One for the Team: As a reaction, you can choose to take one-half or all the damage dealt to an ally within 1 PL by a single attack. Similarly, as a reaction an ally within 1 PL can choose to take one-half or all of the damage dealt to you by a single attack (even if the character does not have this perk).
Prerequisite: Deployment Tactics.
Outmaneuver: An officer learns to counter the tactics of her enemies. As an attack action, you can make a DC 15 Knowledge (military science) check. If the check succeeds, enemies in your line of sight lose all competence, insight and moral bonuses on attack rolls, as well as any dodge bonuses to Reflex Defense, until the start of your next turn. If one or more enemy officers are within your line of sight, the opponent with the highest character level can attempt to oppose your Knowledge (military science) check as a reaction. If her skill check is higher than yours, your attempt to outmaneuver your enemies fails.
Prerequisite: Deployment Tactics, Field Tactics.
Shift Defense (Rank 1): As a swift action, you can take a -2 penalty to one defense (Reflex, Fortitude or Will) to gain a +1 competence bonus to another defense until the start of your next turn.
Shift Defense (Rank 2): As a swift action, you can take a -5 penalty to one defense (Reflex, Fortitude or Will) to gain a +2 competence bonus to another defense until the start of your next turn.
Prerequisite: Shift Defense (Rank 1).
Shift Defense (Rank 3): As a swift action, you can gain a +5 competence bonus to once defense by taking a -5 penalty to your other two defenses
Prerequisite: Shift Defense (Rank 1), Shift Defense (Rank 2).
Tactical Edge: You can sue the Assault Tactics, Deployment Tactics, or Field Tactics perks as a swift action instead of a move action, provided you have the perk in question.

Weapon Master (Level 8, Point Blank Shot, ST 6)
Controlled Burst: Your penalty when making an autofire attack or using the Burst Fire perk is reduced to -2. In addition, if your Brace an autofire-only weapon, you have no penalty on your attack roll.
Devastating Attack (Rank 2): Choose a single weapon skill that you have Tagged! Whenever you make a successful attack against a target using the chosen weapon group, you treat your target’s massive damage threshold were 5 points lower when determining the results of the attack. This stacks with the Devastating Attack (Rank 1) perk.
Prerequisites: Weapon Focus, Devastating Attack (Rank 1), Tag! with chosen weapon skill.
Penetrating Attack (Rank 2): Choose a single weapon skill that you have Tagged! Whenever you make a successful attack against a target using the chosen weapon group, you treat your target’s damage reduction as if it were 5 points lower when determining the result of your attack. This stacks with the Penetrating Attack (Rank 1) perk.
Prerequisites: Weapon Focus, Penetrating Attack (Rank 1), Tag! with chosen weapon skill.
Weapon Focus: Choose one weapon skill that you have Tagged! You gain a +1 bonus on attack rolls using the chosen weapon group. This bonus stacks with the bonus granted by the Tag! perk. You may select this perk multiple times. Each time it is selected in applied to a different weapon skill.
Weapon Specialization (Rank 2): Choose one weapon skill that you have Tagged! You gain a +2 bonus on damage rolls made with weapons from the selected weapon group. This benefit stacks with the Weapon Specialization (Rank 1) perk.
Prerequisites: Weapon Focus, Weapon Specialization (Rank 1), Tag! with chosen weapon skill.
Two Hoof Flurry (Rank 1-3): Whenever you make multiple attacks with a two hoof or too large to use weapon as a full attack action (see Full Attack), you reduce the penalty on your attack rolls by 2. You can take this perk multiple times. Each time it is selected, you reduce the penalty by an additional 2.


Additions to Chapter 8: Equipment

Encumbrance
Encumbrance rules determine how much your equipment slows you down. Encumbrance comes in two parts: encumbrance by armor and encumbrance by total weight.

Encumbrance by Armor
Your armor defines your maximum AG to Reflex Defense, your armor check penalty, your speed, and how fast you can gallop. Unless your character is weak or carrying a lot gear, that is all you need to know. The extra gear your character carries, such as weapons and medical kits, will not slow your character down any more than her armor already does.
If your character is carrying a really heavy load, then you’ll need to calculate encumbrance by weight.

Encumbrance by Weight
If you want to determine whether your character’s gear is heavy enough to slow her down (more than any armor already does), add up the wgt of all armor, weapons, and gear the character is carrying. If the total wgt is greater than 25 times your ST score, she is carrying a heavy load. EX: Collect Call’s ST score is 6. She is carrying a heavy load if the total wgt of her armor and gear is more than 150 wgt (6 x 25 wgt)
When carrying a heavy load, a character takes a -10 penalty on Acrobatic, Climb, Jump, Sequence, Sneak, Swim and Vitality skills. A heavy load also reduces the character’s speed to three-fourths of normal (FRD). A character can move up to three times her speed when galloping with a heavy load (instead of x4).


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