Modern Rules

From Shahara

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adjacent 5 foot squares.  The first attack is resolved normally, the second attack  
adjacent 5 foot squares.  The first attack is resolved normally, the second attack  
takes a -2, the third a -3, the fourth a -4 to hit penalty.  Precision based bonuses,  
takes a -2, the third a -3, the fourth a -4 to hit penalty.  Precision based bonuses,  
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such as the Penetrating Shot feat, Sneak Attack.  All squares attacked MUST be  
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such as the Penetrating Shot feat, Sneak Attack, and the like cannot be used with a
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adjacent to each other.  Creatures that take up multiple squares can be affected by  
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full auto spray.  All squares attacked MUST be adjacent to each other.  Creatures that  
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multiple sprays.  If you have the ammo, you can affect no more than 6 squares at once.   
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take up multiple squares can be affected by multiple sprays.  If you have the ammo, you  
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You can focus your sprays to one square.  Auto spray is a standard action, you cannot  
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can affect no more than 6 squares at once.  You can focus your sprays to one square.   
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full attack with it.
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Auto spray is a standard action, you cannot full attack with it.

Revision as of 20:43, 6 June 2007

These rules are for all the fun modern things we've implemented.

Modern Feats:

Aircraft Operation- Select from one of four classes of flight craft (Heavy Aircraft, Helicopters, Jets, or Spacecraft), you are now proficient in the operation of the chosen class of ship. Heavy aircraft are essentially any any aircraft with three or more engines- generally most civilian aircraft. Helicopters obviously include all forms of helicopter craft. Jets include any and all high speed aircraft, military fighters and ground attack jets. Spacecraft will probably not occur often, but you never know! So this class encompasses shuttles, particularly huge sub-space aircraft, and lunar landers. Prerequisite: Profession/Pilot 4 ranks Benefit: You may fly the selected class of ship without penalty. Normal: Without this feat, flying one of the selected classes of aircraft will cause you to suffer a -4 penalty to handle the craft, as well as a similar penalty on using that ships weapons systems. Special: You can gain this feat multiple times, each time taken grants another proficiency with another class of ship.

Vehicle Expert- Benefit: This feat gives you a +2 bonus to Profession/Driver and Profession/Pilot checks.

Vehicle Dodge- Expert drivers and pilots that are not only experienced, but highly 'in tune' with their craft, these experts take it even further by focusing on both the road, the sky, and whatever happens to be trying to kill them. Prerequisites: Wis 13, Profession/Driver or Profession/Pilot 6 ranks, Vehicle Expert. Benefit: Acting similar to the Dodge skill, you may designate another vehicle or an opponent as a Dodge target, and your Vehicle gains a +1 Dodge bonus to AC.

Skill Expansions: To keep things as simple as possible, we've expanded on the use of certain skills instead of just including a bunch of new ones. Therefore, here they are for you.

Heal- Can now be used for Surgery, the minimum DC to perform advanced Surgical techniques is 20, and aside from stabilizing a dying character it heals 1d10 non-magical damage, and can heal 1d3 non-magical points lost through ability damage. Heal will also help cover pharmaceutical knowledge.

Demolitions- This is covered by Knowledge/Architecture & Engineering, as well as the Disable Device skill.

Craft- Craft/Alchemical will handle chemistry and aid in pharmaceutical crafts along with Heal. Craft/Electronics and Craft/Mechanical will be prominent skills in the modern parts of this world, but not so much in the many areas where people are more 'old fashioned'.

Profession- Driver and Pilot.

Knowledge- All modern knowledges will be covered by already in place knowledges and skills as best as can be figured.

Gambling- Will be handled by a mixture of Bluff and Sense Motive, in the case of card games. Dice games, and roulette.. Well that's purely a matter of luck, now isn't it?


Firearms: What you've all been waiting for!

Feats that apply to Firearms: Able Sniper, Far Shot, Improved Precise Shot, Point Blank Shot, Precise Shot, Penetrating Shot, Ranged Disarm, Ranged Weapon Mastery, Ranged Weapon Supremacy, Rapid Shot, Sharp-Shooting, Shot on the Run, Woodland Archer, Zen Archery.

All guns deal damage considered 'Ballistic' damage. Guns can be reloaded as a standard action. All firearms have a Critical range of 20 x2. Licenses cost 30 gold. Not meeting the Str requirements necessary to handle the weapons recoil imposes a -2 to hit, which stacks with proficiency penalties. Reloading a gun is a standard action, except in the case of speed-loaders which makes it a swift action. Switching a gun's firing modes is a free action.

When using Full Auto, you may cover multiple 5' squares- each square is peppered by 5 bullets. You can make up to as many attacks as you have bullets as a single action, but each additional square suffers a cumulative -1 to hit penalty: IE- if you have 20 bullets in your gun, you can choose to empty the entire clip over four adjacent 5 foot squares. The first attack is resolved normally, the second attack takes a -2, the third a -3, the fourth a -4 to hit penalty. Precision based bonuses, such as the Penetrating Shot feat, Sneak Attack, and the like cannot be used with a full auto spray. All squares attacked MUST be adjacent to each other. Creatures that take up multiple squares can be affected by multiple sprays. If you have the ammo, you can affect no more than 6 squares at once. You can focus your sprays to one square. Auto spray is a standard action, you cannot full attack with it.

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