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[icons] Unconventional Heroes. [OOC]
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<blockquote data-quote="Relique du Madde" data-source="post: 5250047" data-attributes="member: 42169"><p><span style="font-size: 18px"><strong><p style="text-align: center">ACTIONS</p><p></strong></span></p><p><span style="font-size: 15px"><strong>ACTION TYPES</strong></span></p><p></p><p><strong>Reactions </strong></p><p>You may be called upon to make various tests during or outside of your panel in reaction to something someone else does. These tests require no effort on your character’s part and generally impose no penalties. You can perform as many reactions in a page as the Game Master requires.</p><p></p><p><strong>Supplemental Actions </strong></p><p>You may only perform one active test in your panel (the exception is the Fast Attack power) and as many reactions as the GM requires. It is possible to perform supplemental actions during a page, doing additional things that do not require a test, but you suffer a –1 penalty to your active test for each supplemental action in that page.</p><p></p><p></p><p><span style="font-size: 15px"><strong> COMBAT ACTIONS</strong></span></p><p></p><p><strong>Bashing</strong></p><p>Any unarmed attack or attack with a blunt weapon or object is a bashing attack. Test Prowess against a difficulty of the target’s Prowess. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, slam, or stun the target. </p><p></p><p></p><p><strong>Bending and Breaking</strong></p><p>To break through or damage an inanimate object, make a Strength test against the object’s Strength: success bends, breaks, or puts a hole through the object. </p><p></p><p>If the material is less than two inches think, reduce its effective Strength by 1. If it is more than a foot thick, increase Strength by 1; if more than two feet thick, increase Strength by 2.</p><p></p><p></p><p><strong>Blasting</strong></p><p>A blasting attack s a blunt force ranged attack. or a simple blunt object. Test Coordination against a difficulty of the target’s Coordination. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, can hit a precise target (or slam), or stun the target.</p><p></p><p></p><p><strong>Blocking</strong></p><p>Blocking involves bracing for an attack, resisting damage with sheer Strength. Blocking is only effective against Bashing, Blasting, and Rushing attacks. When blocking, roll a Strength test against the attack’s damage level: reduce damage inflicted on you by the amount equal to the effect (the effort minus the difficulty). So if you exceed the</p><p>attack’s damage by 3, for example, you reduce the damage inflicted by 3.</p><p></p><p>If you have the Invulnerability power, you can also block Slashing and Shooting attacks! Use the lesser of your Invulnerability power level or your Strength for the blocking test in these cases. Your normal level of Invulnerability applies to any unblocked damage.</p><p></p><p></p><p><strong>Catching (Supplementary) </strong></p><p>On occasions when characters need to catch a falling or thrown object, roll a Coordination test. The usual Difficulty is 3, modified by the object’s size. You must be able to lift an object to catch it. A failure on the catching test means you miss. If the object was being thrown at you, you’re automatically hit by it. A moderate success means you catch the object, but inflict your Strength in damage on it in doing so. Alternately, you can choose to suffer damage equal to the object’s Strength to prevent harming the object, a useful option if you’re Invulnerable and able to easily absorb the damage. A major or better success means you catch the object easily and without harm.</p><p></p><p></p><p><strong>Dodging (Reaction)</strong></p><p>Dodging is the art of not being there when an attack arrives. Roll a Coordination test against the attacker’s ability. With a success, the attack misses. On a failure, the attack hits and the effect and outcome depends on the margin of failure. </p><p></p><p></p><p><strong>Escaping (Reaction)</strong></p><p>When you’re being held by an opponent, you can attempt to escape the hold with a Prowess or Strength test against the attacker’s Strength. Depending on the degree of success you can escape a partial hold, an complete hold, or escape a complete hold and place your opponent into a partial hold! </p><p></p><p></p><p><strong>Evading (Reaction)</strong></p><p>You use your Prowess to evade attacks through a series of feints and maneuvers. Evading only works against Prowess and Strength attacks, not Coordination (ranged) attacks. With a success, the attack misses. On a failure, the attack hits and the effect and outcome depends on the margin of failure.</p><p></p><p> </p><p><strong>Grabbing</strong></p><p>When you want to grab or wrest something out of an opponent’s grasp, make a Strength test, limited by your Prowess, against the opponent’s Strength level. Depending on the degree of success you may grab the object, but not remove it from the target; grab the object away from the target; grab object away from the target but it suffers damage equal to your and your opponent's combined strength.</p><p></p><p></p><p><strong>Shooting</strong></p><p>Shooting attacks are lethal ranged attacks. Test Coordination against a difficulty of the target’s Coordination. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, can hit a precise target (even to the point of stunning), or kill the target.</p><p></p><p></p><p><strong>Slashing</strong></p><p>Any melee attack with a sharp, or pointed weapon/object is a slashing attack. Test Prowess against a difficulty of the target’s Prowess. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, stun, or kill the target.</p><p></p><p></p><p><strong>Throwing</strong></p><p>If you have two levels of Strength above the level required to lift an object, you can throw it out to close distance. Every two additional Strength levels let you throw it one more step distance. </p><p></p><p>Hitting someone with a thrown object is a test of Coordination against the target’s Coordination: ona failure, the object misses the target. Depending on the level of success, the object hits and deals its damage in stamina, or may also stun the target (massive) if its a blunt object. If the object is sharp or pointed then it may stun or potentially kill a target on a massive success. </p><p></p><p></p><p><strong>Rushing</strong></p><p>A charging attack. To rush an opponent you must be at close or greater distance. Roll a Strength test limited by Prowess against the target’s defensive ability. On a failure, you miss and rush right past the target. Depending on the degree of success you can hit the target and inflict damage equal to your strength, slam the target, or stun the target. </p><p></p><p></p><p><strong>Wrestling</strong></p><p>When you want to grab and restrain an opponent, roll a Strength test limited by Prowess against the greater of the target’s Prowess, Coordination, or Strength. With a moderate success, you achieve a partial hold. The target can perform actions, but at a –2 penalty, and can’t move away from you. On a major or better success, you put the target into a complete hold. The target is fully restrained and can take no physical action except to escape from the hold. In your panel, you can automatically inflict Strength damage on a character in a complete hold, if you wish.</p></blockquote><p></p>
[QUOTE="Relique du Madde, post: 5250047, member: 42169"] [SIZE="5"][B][CENTER]ACTIONS[/CENTER][/B][/SIZE] [SIZE="4"][B]ACTION TYPES[/B][/SIZE] [B]Reactions [/B] You may be called upon to make various tests during or outside of your panel in reaction to something someone else does. These tests require no effort on your character’s part and generally impose no penalties. You can perform as many reactions in a page as the Game Master requires. [B]Supplemental Actions [/B] You may only perform one active test in your panel (the exception is the Fast Attack power) and as many reactions as the GM requires. It is possible to perform supplemental actions during a page, doing additional things that do not require a test, but you suffer a –1 penalty to your active test for each supplemental action in that page. [SIZE="4"][b] COMBAT ACTIONS[/b][/SIZE] [B]Bashing[/B] Any unarmed attack or attack with a blunt weapon or object is a bashing attack. Test Prowess against a difficulty of the target’s Prowess. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, slam, or stun the target. [B]Bending and Breaking[/B] To break through or damage an inanimate object, make a Strength test against the object’s Strength: success bends, breaks, or puts a hole through the object. If the material is less than two inches think, reduce its effective Strength by 1. If it is more than a foot thick, increase Strength by 1; if more than two feet thick, increase Strength by 2. [B]Blasting[/B] A blasting attack s a blunt force ranged attack. or a simple blunt object. Test Coordination against a difficulty of the target’s Coordination. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, can hit a precise target (or slam), or stun the target. [B]Blocking[/B] Blocking involves bracing for an attack, resisting damage with sheer Strength. Blocking is only effective against Bashing, Blasting, and Rushing attacks. When blocking, roll a Strength test against the attack’s damage level: reduce damage inflicted on you by the amount equal to the effect (the effort minus the difficulty). So if you exceed the attack’s damage by 3, for example, you reduce the damage inflicted by 3. If you have the Invulnerability power, you can also block Slashing and Shooting attacks! Use the lesser of your Invulnerability power level or your Strength for the blocking test in these cases. Your normal level of Invulnerability applies to any unblocked damage. [B]Catching (Supplementary) [/B] On occasions when characters need to catch a falling or thrown object, roll a Coordination test. The usual Difficulty is 3, modified by the object’s size. You must be able to lift an object to catch it. A failure on the catching test means you miss. If the object was being thrown at you, you’re automatically hit by it. A moderate success means you catch the object, but inflict your Strength in damage on it in doing so. Alternately, you can choose to suffer damage equal to the object’s Strength to prevent harming the object, a useful option if you’re Invulnerable and able to easily absorb the damage. A major or better success means you catch the object easily and without harm. [B]Dodging (Reaction)[/B] Dodging is the art of not being there when an attack arrives. Roll a Coordination test against the attacker’s ability. With a success, the attack misses. On a failure, the attack hits and the effect and outcome depends on the margin of failure. [B]Escaping (Reaction)[/B] When you’re being held by an opponent, you can attempt to escape the hold with a Prowess or Strength test against the attacker’s Strength. Depending on the degree of success you can escape a partial hold, an complete hold, or escape a complete hold and place your opponent into a partial hold! [B]Evading (Reaction)[/B] You use your Prowess to evade attacks through a series of feints and maneuvers. Evading only works against Prowess and Strength attacks, not Coordination (ranged) attacks. With a success, the attack misses. On a failure, the attack hits and the effect and outcome depends on the margin of failure. [B]Grabbing[/B] When you want to grab or wrest something out of an opponent’s grasp, make a Strength test, limited by your Prowess, against the opponent’s Strength level. Depending on the degree of success you may grab the object, but not remove it from the target; grab the object away from the target; grab object away from the target but it suffers damage equal to your and your opponent's combined strength. [B]Shooting[/B] Shooting attacks are lethal ranged attacks. Test Coordination against a difficulty of the target’s Coordination. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, can hit a precise target (even to the point of stunning), or kill the target. [B]Slashing[/B] Any melee attack with a sharp, or pointed weapon/object is a slashing attack. Test Prowess against a difficulty of the target’s Prowess. On a failure, your attack misses. Depending on the degree of success you may deal the attack’s damage in Stamina, stun, or kill the target. [B]Throwing[/B] If you have two levels of Strength above the level required to lift an object, you can throw it out to close distance. Every two additional Strength levels let you throw it one more step distance. Hitting someone with a thrown object is a test of Coordination against the target’s Coordination: ona failure, the object misses the target. Depending on the level of success, the object hits and deals its damage in stamina, or may also stun the target (massive) if its a blunt object. If the object is sharp or pointed then it may stun or potentially kill a target on a massive success. [B]Rushing[/B] A charging attack. To rush an opponent you must be at close or greater distance. Roll a Strength test limited by Prowess against the target’s defensive ability. On a failure, you miss and rush right past the target. Depending on the degree of success you can hit the target and inflict damage equal to your strength, slam the target, or stun the target. [B]Wrestling[/B] When you want to grab and restrain an opponent, roll a Strength test limited by Prowess against the greater of the target’s Prowess, Coordination, or Strength. With a moderate success, you achieve a partial hold. The target can perform actions, but at a –2 penalty, and can’t move away from you. On a major or better success, you put the target into a complete hold. The target is fully restrained and can take no physical action except to escape from the hold. In your panel, you can automatically inflict Strength damage on a character in a complete hold, if you wish. [/QUOTE]
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