Sääntötarkennuksia
2 posters
Sivu 1 / 1
Sääntötarkennuksia
Jos ja kun nämäkin vähän selventävät asiaa, niin aattelin laittaa edget ja hindrancet tänne listoina. Yliviivatut eivät siis ole käytössä. Nämä ovat kaikki virallisista materiaaleista ja kyseessä ovat vain alussa mahdollisesti valittavat edget.
Novice Edges
Background Edges
* Acclimated - Bonus to resist Fatigue resulting from heat. Tour of Darkness Setting
* Alertness - Bonus to Notice rolls. Core Rules
* Ambidextrous - Off-hand penalty ignored. Core Rules
* Arcane Background - Possess magical abilities. Core Rules
* Arcane Resistance - Magic of all sorts less effective. Core Rules
* Arcane Resistance, Improved - Same as Arcane Resistance but better. Core Rules
* Attractive - Possess good looks, improving Charisma. Core Rules
* Attractive, Very - Same as Attractive but better. Core Rules
* Berserk - When wounded, Strength, Fighting, and Toughness benefit while Parry is reduced. Core Rules
* Brawny - Toughness and Load Limit multiplier increased. Core Rules
* Fast Healer - Bonus to natural healing rolls. Core Rules
* Linguist - Knows more languages and can pick up the basics of new ones easily. Rippers Setting
* Luck - Increases your number of Bennies received at beginning of session. Core Rules
* Luck, Great - Same as Luck but better. Core Rules
* Noble - Has high status with society, increasing Charisma and wealth; offset with responsibilities. Core Rules
* Quick - May redraw low action cards. Core Rules
* Rich - Starting cash increased and receives regular income. Core Rules
* Rich, Filthy - Same as Rich but better. Core Rules
* Say, aren't you that one guy - Resemble someone who is famous for something good. Low Life Setting
Combat Edges
* Close Fighting - Used for skilled knife-fighters; adds a bonus to Parry. 50 Fathoms Setting, Solomon Kane Setting
* Close Fighting, Improved - Same as Close Fighting but also adds bonus to Fighting roll. 50 Fathoms Setting, Solomon Kane Setting
* First Strike - Free Fighting attack against one adjacent foe each turn. Core Rules
* Fleet-Footed - Pace and running die are increased. Core Rules
* Florentine - Bonus to Fighting when wielding two weapons against a shieldless foe with one. Core Rules
* Hard to Kill - Wound modifiers not applied to Knockout Blow and Injury tables. Core Rules
* Improvisational Fighter - Can use items not meant to be weapons as such without penalty. Rippers Setting, Solomon Kane Setting, Slipstream Setting
* Iron Jaw - Bonus to Soak rolls. Solomon Kane Setting, Slipstream Setting
* Martial Arts - Disadvantages for fighting unarmed negated; unaffected by Gang Up attempts. Deadlands: Reloaded Setting
* Nerves of Steel - Able to partially ignore the results of pain. Core Rules
* Nerves of Steel, Improved - Same as Nerves of Steel but better. Core Rules
* Quick Draw - May draw and use weapon on same action without penalty. Core Rules
* Steady Hands - Penalty for fighting on an unstable platform negated. Core Rules
* Superior Kung Fu - Learns a style of martial arts with its own particular set of bonuses. Deadlands: Reloaded Setting
* Sweep - Can make a Fighting attack against all adjacent targets on one action; May not be used in conjunction with Frenzy. Core Rules
* Tactician - Allies get better initative due to your understanding of tactics. Necropolis Setting
* Take the Hit - Good at rolling with punches; bonus to Soak rolls. Necessary Evil Setting
* Trademark Weapon - Gain a skill bonus when wielding a specific weapon. Core Rules
* Two-Fisted - Can fight with two weapons without suffering MAP. Core Rules
Leadership Edges
* Command - Allies recover from being Shaken more easily. Core Rules
* Natural Leader - May share bennies with allies. Core Rules
Power Edges
* None
Professional Edges
* Ace - Bonus to all vehicle skill rolls; can make Soak rolls for vehicle. Core Rules
* Acrobat - Bonus to Agility rolls when making acrobatic maneuvers; Parry increased when unencumbered. Core Rules
* Investigator - Bonus to Investigation and Streetwise rolls; also Notice rolls made searching through evidence. Core Rules
* Jack-of-All-Trades - Unskilled penalty involving Smarts-based skills reduced. Core Rules, Necessary Evil Setting
* McGyver/Mechanical Genius - No penalty for using makeshift tools; can jury-rig one use devices in an emergency. Core Rules, Necessary Evil Setting
* Medic - Can save a wounded Extra. Tour of Darkness Setting, Necropolis Setting
* Mr. Fix It/Engineer - Bonus to Repair rolls; repair time can be reduced. Core Rules, Slipstream Setting
* Scholar - Bonus to two Knowledge skills of choice. Core Rules
* Soldier - (Novice/Seasoned) Is a member of the military, with all the associated perks and responsibilities; additional bonuses dependent on actual rank. Deadlands: Reloaded Setting
* Technically Inclined - Bonus to repairing mechanical and electronic devices. Necropolis Setting
* Thief - Bonus to Climbing, Lockpicking, and Stealth rolls made in an urban environment. Core Rules
* Water Training - Bonus to character's Swimming rolls; can hold breath longer. Tour of Darkness Setting
* Woodsman - Bonus to Tracking, Survival, and Stealth rolls made in the wilderness. Core Rules
Social Edges
* Charismatic - Charisma is increased. Core Rules
* Common Bond - May give bennies to other Wild Cards. Core Rules
* Connections - Can obtain favors once per session from someone with influence. Core Rules
* Fence - Able to locate buyers willing to purchase excess gear. Slipstream Setting
* Strong Willed - Bonus to Intimidation and Taunt rolls as well as resisting them. Core Rules
Weird Edges
* Beast Bond - Can spend bennies on animals. Core Rules
* Beast Master - Animals react favorably; attracts an animal companion. Core Rules
* Danger Sense - Always has a chance to Notice ambushes and similar unpleasant surprises. Core Rules
* Healer - Bonus to skill rolls involving Healing, both magical and mundane. Core Rules
Novice Edges
Background Edges
* Acclimated - Bonus to resist Fatigue resulting from heat. Tour of Darkness Setting
* Alertness - Bonus to Notice rolls. Core Rules
* Ambidextrous - Off-hand penalty ignored. Core Rules
* Attractive - Possess good looks, improving Charisma. Core Rules
* Attractive, Very - Same as Attractive but better. Core Rules
* Brawny - Toughness and Load Limit multiplier increased. Core Rules
* Fast Healer - Bonus to natural healing rolls. Core Rules
* Linguist - Knows more languages and can pick up the basics of new ones easily. Rippers Setting
* Luck - Increases your number of Bennies received at beginning of session. Core Rules
* Luck, Great - Same as Luck but better. Core Rules
* Quick - May redraw low action cards. Core Rules
* Rich - Starting cash increased and receives regular income. Core Rules
* Rich, Filthy - Same as Rich but better. Core Rules
* Say, aren't you that one guy - Resemble someone who is famous for something good. Low Life Setting
Combat Edges
* Close Fighting - Used for skilled knife-fighters; adds a bonus to Parry. 50 Fathoms Setting, Solomon Kane Setting
* Close Fighting, Improved - Same as Close Fighting but also adds bonus to Fighting roll. 50 Fathoms Setting, Solomon Kane Setting
* First Strike - Free Fighting attack against one adjacent foe each turn. Core Rules
* Fleet-Footed - Pace and running die are increased. Core Rules
* Hard to Kill - Wound modifiers not applied to Knockout Blow and Injury tables. Core Rules
* Improvisational Fighter - Can use items not meant to be weapons as such without penalty. Rippers Setting, Solomon Kane Setting, Slipstream Setting
* Iron Jaw - Bonus to Soak rolls. Solomon Kane Setting, Slipstream Setting
* Martial Arts - Disadvantages for fighting unarmed negated; unaffected by Gang Up attempts. Deadlands: Reloaded Setting
* Quick Draw - May draw and use weapon on same action without penalty. Core Rules
* Steady Hands - Penalty for fighting on an unstable platform negated. Core Rules
* Superior Kung Fu - Learns a style of martial arts with its own particular set of bonuses. Deadlands: Reloaded Setting
* Sweep - Can make a Fighting attack against all adjacent targets on one action; May not be used in conjunction with Frenzy. Core Rules
* Tactician - Allies get better initative due to your understanding of tactics. Necropolis Setting
* Take the Hit - Good at rolling with punches; bonus to Soak rolls. Necessary Evil Setting
* Trademark Weapon - Gain a skill bonus when wielding a specific weapon. Core Rules
* Two-Fisted - Can fight with two weapons without suffering MAP. Core Rules
Leadership Edges
* Command - Allies recover from being Shaken more easily. Core Rules
* Natural Leader - May share bennies with allies. Core Rules
Power Edges
* None
Professional Edges
* Ace - Bonus to all vehicle skill rolls; can make Soak rolls for vehicle. Core Rules
* Acrobat - Bonus to Agility rolls when making acrobatic maneuvers; Parry increased when unencumbered. Core Rules
* Investigator - Bonus to Investigation and Streetwise rolls; also Notice rolls made searching through evidence. Core Rules
* Jack-of-All-Trades - Unskilled penalty involving Smarts-based skills reduced. Core Rules, Necessary Evil Setting
* McGyver/Mechanical Genius - No penalty for using makeshift tools; can jury-rig one use devices in an emergency. Core Rules, Necessary Evil Setting
* Medic - Can save a wounded Extra. Tour of Darkness Setting, Necropolis Setting
* Mr. Fix It/Engineer - Bonus to Repair rolls; repair time can be reduced. Core Rules, Slipstream Setting
* Scholar - Bonus to two Knowledge skills of choice. Core Rules
* Soldier - (Novice/Seasoned) Is a member of the military, with all the associated perks and responsibilities; additional bonuses dependent on actual rank. Deadlands: Reloaded Setting
* Technically Inclined - Bonus to repairing mechanical and electronic devices. Necropolis Setting
* Thief - Bonus to Climbing, Lockpicking, and Stealth rolls made in an urban environment. Core Rules
* Water Training - Bonus to character's Swimming rolls; can hold breath longer. Tour of Darkness Setting
* Woodsman - Bonus to Tracking, Survival, and Stealth rolls made in the wilderness. Core Rules
Social Edges
* Charismatic - Charisma is increased. Core Rules
* Common Bond - May give bennies to other Wild Cards. Core Rules
* Connections - Can obtain favors once per session from someone with influence. Core Rules
* Fence - Able to locate buyers willing to purchase excess gear. Slipstream Setting
* Strong Willed - Bonus to Intimidation and Taunt rolls as well as resisting them. Core Rules
Weird Edges
* Beast Master - Animals react favorably; attracts an animal companion. Core Rules
* Danger Sense - Always has a chance to Notice ambushes and similar unpleasant surprises. Core Rules
* Healer - Bonus to skill rolls involving Healing, both magical and mundane. Core Rules
Vs: Sääntötarkennuksia
Poistat heti noi yliviivaukset noista weird edgeistä. HETI. Ja saman tien laitat sinne muutaman uuden omituisen edgen vaikka mutaatiotaulukosta.
xami- Guild-master
- Viestien lukumäärä : 148
Ikä : 41
Quote : vitun säälittävä runkkari. hanki elämä tai tee yhteiskunnalle palvelus.
Registration date : 05.02.2008
Vs: Sääntötarkennuksia
Njääh. Mutta tämä projekti JÄI tosiaan kesken. Pitänee vissiin lähteä jatkamaan hommaa.
Vs: Sääntötarkennuksia
Tämmösen bongasin, joka kertoo omalla tavallansa varmaankin myös kampanjan etenemisestä
Rank/xp Who knows you?
Novice/0 - Your parents and your closest friends
Novice/5 - A couple of people have heard of you
Seasoned/20 - People in your bar can point you out when someone with your skills is looked for
Seasoned/30 - People in your neighborhood have heard stories about you
Veteran/40 - People in your neighborhood start telling stories about you
Veteran/50 - A few people take note of your name for future reference
Heroic/60 - A few people recognize you although you’ve never seen ‘em before
Heroic/70 - Your exploits make the local news if you’re not careful
Legendary/80 - Your name is mentioned in national news from time to time
Legendary/100 - Whatever you do, the media will cover it
Legendary/120 - You’re as well-known as a pop star
Rank/xp Who knows you?
Novice/0 - Your parents and your closest friends
Novice/5 - A couple of people have heard of you
Seasoned/20 - People in your bar can point you out when someone with your skills is looked for
Seasoned/30 - People in your neighborhood have heard stories about you
Veteran/40 - People in your neighborhood start telling stories about you
Veteran/50 - A few people take note of your name for future reference
Heroic/60 - A few people recognize you although you’ve never seen ‘em before
Heroic/70 - Your exploits make the local news if you’re not careful
Legendary/80 - Your name is mentioned in national news from time to time
Legendary/100 - Whatever you do, the media will cover it
Legendary/120 - You’re as well-known as a pop star
Vs: Sääntötarkennuksia
What are the Gun Laws in South Dakota?:
South Dakota is a "shall issue" state for concealed carry. The local county sheriff shall issue a permit to carry a concealed pistol to qualified applicants. A temporary permit shall be issued within five days of the application. Concealed carry is not permitted at an elementary or secondary school, in a courthouse, or in any establishment that derives over half of its income from the sale of alcoholic beverages. For non-residents, South Dakota recognizes valid concealed carry permits from any other state.
Open carry is legal in South Dakota and does not require a concealed pistol permit. Firearms may be transported in vehicles if they are clearly visible.
When buying a handgun from a Federal Firearms License (FFL) holder, an application to purchase a handgun must be filled out by the buyer and submitted to the local police by the seller. There is a 48 hour waiting period for taking possession of the handgun. Concealed pistol permit holders are exempt from these requirements.
South Dakota has state preemption of firearms laws. Units of local government may not restrict the possession, transportation, sale, transfer, ownership, manufacture, or repair of firearms or ammunition or their components. Firearms manufacturers, distributors, and sellers are not liable for injury caused by the use of firearms.
State Requirements
Rifles and Shotguns
* Permit to purchase rifles and shotguns? No.
* Registration of rifles and shotguns? No.
* Licensing of owners of rifles and shotguns? No.
* Permit to carry rifles and shotguns? No.
Handguns
* Permit to purchase handgun? No. 48-hour waiting period. Police record made of purchases from dealers.
* Registration of handguns? No.
* Licensing of owners of handguns? No.
* Permit to carry handguns? Yes. Permit required if concealed, where concealed means totally hidden from view.
Other Requirements
* Is there a State waiting period? Yes, 2 days for handguns.
* Is there a FBI *NICS check for firearm transactions? Yes.
* Permit to carry a concealed weapon required? Yes.
* Record of sale: No.
*NICS - National Instant Check System
Caution: This summary is meant for general purposes only. Firearm laws frequently change.
http://crime.about.com/od/gunlawsbystate/f/gunlaw_sd.htm
South Dakota is a "shall issue" state for concealed carry. The local county sheriff shall issue a permit to carry a concealed pistol to qualified applicants. A temporary permit shall be issued within five days of the application. Concealed carry is not permitted at an elementary or secondary school, in a courthouse, or in any establishment that derives over half of its income from the sale of alcoholic beverages. For non-residents, South Dakota recognizes valid concealed carry permits from any other state.
Open carry is legal in South Dakota and does not require a concealed pistol permit. Firearms may be transported in vehicles if they are clearly visible.
When buying a handgun from a Federal Firearms License (FFL) holder, an application to purchase a handgun must be filled out by the buyer and submitted to the local police by the seller. There is a 48 hour waiting period for taking possession of the handgun. Concealed pistol permit holders are exempt from these requirements.
South Dakota has state preemption of firearms laws. Units of local government may not restrict the possession, transportation, sale, transfer, ownership, manufacture, or repair of firearms or ammunition or their components. Firearms manufacturers, distributors, and sellers are not liable for injury caused by the use of firearms.
State Requirements
Rifles and Shotguns
* Permit to purchase rifles and shotguns? No.
* Registration of rifles and shotguns? No.
* Licensing of owners of rifles and shotguns? No.
* Permit to carry rifles and shotguns? No.
Handguns
* Permit to purchase handgun? No. 48-hour waiting period. Police record made of purchases from dealers.
* Registration of handguns? No.
* Licensing of owners of handguns? No.
* Permit to carry handguns? Yes. Permit required if concealed, where concealed means totally hidden from view.
Other Requirements
* Is there a State waiting period? Yes, 2 days for handguns.
* Is there a FBI *NICS check for firearm transactions? Yes.
* Permit to carry a concealed weapon required? Yes.
* Record of sale: No.
*NICS - National Instant Check System
Caution: This summary is meant for general purposes only. Firearm laws frequently change.
http://crime.about.com/od/gunlawsbystate/f/gunlaw_sd.htm
Sivu 1 / 1
Oikeudet tällä foorumilla:
Et voi vastata viesteihin tässä foorumissa