Hier werden die Unterschiede zwischen zwei Versionen gezeigt.
| Beide Seiten, vorherige Überarbeitung Vorherige Überarbeitung Nächste Überarbeitung | Vorherige Überarbeitung | ||
|
wiki:regeln:spezialitaeten [2020/03/18 10:38] paedu [Vorkommen] |
wiki:regeln:spezialitaeten [2020/03/18 15:11] (aktuell) |
||
|---|---|---|---|
| Zeile 2: | Zeile 2: | ||
| Spezialitäten (<inline info> | Spezialitäten (<inline info> | ||
| - | + | < | |
| - | ===== Vorkommen ===== | + | < |
| - | < | + | |
| - | ^ Spezialität ^ englischer Name ^ Rüstung ^ Waffe ^ Zauber | | + | |
| - | ^ [[# | + | |
| - | ^ [[# | + | |
| - | </block> | + | |
| ===== Allgemein ===== | ===== Allgemein ===== | ||
| - | ==== Verstärkt | + | ==== Ablenken |
| - | <inline info> | + | An item with the Deflection |
| - | Weapons or items with the Reinforced | + | |
| + | ==== Beschädigen ==== | ||
| + | <inline important> | ||
| + | When activating Sunder, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If an item already suffering major damage is the target of a successful Sunder, it is destroyed. | ||
| + | Sunder requires {{genesys> | ||
| - | ===== Defensiv ===== | + | ==== Desorientieren |
| + | <inline important> | ||
| + | A weapon with Disorient can daze an opponent. When Disorient is triggered, one target hit by the attack is disoriented (see page 114) for a number of rounds equal to the weapon’s Disorient rating. A disoriented target adds {{genesys> | ||
| - | ===== Offensiv ===== | + | ==== Erschüttern |
| + | The weapon’s attack can leave the target shell-shocked from mighty blows or punishing shock waves, unable to perform any but the most basic actions. When Con- cussive is triggered, one target hit by the attack is stag- gered (see page 114) for a number of rounds equal to the weapon’s Concussive rating. A staggered target can- not perform actions. If multiple targets suffer hits from a weapon with Concussive, the quality may be triggered multiple times, affecting a different target each time. | ||
| - | ===== Begrenzte Munition ===== | + | ==== Fesseln |
| - | Some weapons fire particularly large or complex projectiles that cost lots of money. Other weapons are expendable weapons like grenades that, once used, are destroyed. | + | <inline important> |
| + | A weapon with Ensnare binds a foe and restricts their movements. When Ensnare is triggered, one target hit by the attack becomes immobilized (see page 114) for a number of rounds | ||
| + | An Ensnared target may perform an action | ||
| + | ==== Genau ==== | ||
| + | Accurate weapons are easier to aim or wield, whether through design or technology. For each level of this quality, the attacker adds {{genesys> | ||
| - | ===== Beschädigen ===== | + | ==== Überragend |
| - | <inline important> | + | A Superior |
| - | When activating Sunder, the attacker chooses one item openly wielded by the target (such as a weapon, shield, or item on a belt). That item is damaged one step: to minor if undamaged, from minor to moderate, or from moderate to major. If an item already suffering major damage is the target of a successful Sunder, it is destroyed. | + | |
| - | Sunder requires | + | |
| + | ==== Umhauen ==== | ||
| + | <inline important> | ||
| + | When Knockdown is triggered, one target hit by the attack is knocked prone. If multiple targets suffer hits from a weapon with Knockdown, the quality may be triggered multiple times, affecting a different target each time.\\ | ||
| + | Unless specified otherwise, Knockdown requires {{genesys> | ||
| - | ===== Betäuben ===== | + | ==== Verstärkt |
| - | <inline important> | + | Weapons or items with the Reinforced quality are immune |
| - | A weapon | + | |
| + | ==== Verteidigung ==== | ||
| + | An item with the Defensive quality increases the user’s melee defense by its Defensive rating. | ||
| + | </ | ||
| - | ===== Betäubungsschaden ===== | ||
| - | <inline info> | ||
| - | A weapon with this quality can only deal strain damage (damage applied to the target’s strain threshold). Because this is strain //damage//, not strain, it is still reduced by a target’s soak. | ||
| - | ===== Bösartig ===== | ||
| - | <inline info> | ||
| - | When an attack with this weapon results in a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, you would add +30 to the resulting Critical Injury or Hit result. | ||
| - | + | <block third column> | |
| - | ===== Desorientieren | + | ===== Schaden |
| + | ==== Betäuben | ||
| <inline important> | <inline important> | ||
| - | A weapon with Disorient | + | A weapon with Stun can deal strain to the target. When the Stun quality |
| + | ==== Betäubungsschaden ==== | ||
| + | A weapon with this quality can only deal strain damage (damage applied to the target’s strain threshold). Because this is strain //damage//, not strain, it is still reduced by a target’s soak. | ||
| + | |||
| + | ==== Bösartig ==== | ||
| + | When an attack with this weapon results in a Critical Injury or Hit, the character adds ten times the Vicious rating to the Critical roll. With Vicious 3, for example, you would add +30 to the resulting Critical Injury or Hit result. | ||
| - | ===== Durchbohren ===== | + | ==== Durchbohren ==== |
| - | <inline info> | + | |
| Any hits from this weapon ignore a number of points point of soak equal to the weapon’s Pierce rating. If the weapon has more ranks of Pierce than the target’s total soak, it completely ignores the target’s soak. For example, Pierce 3 against a soak of 2 ignores two points of soak, but the extra point of Pierce has no further effect. | Any hits from this weapon ignore a number of points point of soak equal to the weapon’s Pierce rating. If the weapon has more ranks of Pierce than the target’s total soak, it completely ignores the target’s soak. For example, Pierce 3 against a soak of 2 ignores two points of soak, but the extra point of Pierce has no further effect. | ||
| - | + | ==== Explodieren ==== | |
| - | ===== Explodieren | + | <inline important> |
| - | <inline important> | + | |
| The weapon has a large spread, an explosive blast, or a similar area of effect, like a detonated grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers a hit dealing damage equal to the Blast quality’s rating, plus damage equal to the total {{genesys> | The weapon has a large spread, an explosive blast, or a similar area of effect, like a detonated grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers a hit dealing damage equal to the Blast quality’s rating, plus damage equal to the total {{genesys> | ||
| In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.\\ | In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.\\ | ||
| If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the targets) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending {{genesys> | If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the targets) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending {{genesys> | ||
| - | + | ==== Gekoppelt ==== | |
| - | ===== Fesseln ===== | + | <inline important> |
| - | <inline important> | + | |
| - | A weapon with Ensnare binds a foe and restricts their movements. When Ensnare is triggered, one target hit by the attack becomes immobilized (see page 114) for a number of rounds equal to the weapon’s Ensnare rating. An immobilized target cannot perform maneuvers. If multiple targets suffer hits from a weapon with Ensnare, the quality may be triggered multiple times, affecting a different target each time.\\ | + | |
| - | An Ensnared target may perform an action to attempt a **Hard** ({{genesys> | + | |
| - | + | ||
| - | + | ||
| - | ===== Gekoppelt | + | |
| - | <inline important> | + | |
| Some weapons are designed to fire together at the same target (turrets housing multiple guns are a good example of this). When a character fires a linked weapon, on a successful attack, the weapon deals one hit. The wielder may spend {{genesys> | Some weapons are designed to fire together at the same target (turrets housing multiple guns are a good example of this). When a character fires a linked weapon, on a successful attack, the weapon deals one hit. The wielder may spend {{genesys> | ||
| + | ==== Seriefeuer ==== | ||
| + | <inline important> | ||
| + | A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advan- tage in using Auto-fire is that it has the chance to hit multiple targets or to hit a single target multiple times.\\ | ||
| + | As attacking with a weapon on Auto-fire is generally less accurate, the attacker must increase the difficulty of the combat check by {{genesys> | ||
| + | If the attack hits, the attacker can trigger Auto-fire by spending {{genesys> | ||
| + | These additional hits can be allocated to the original target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, they must decide to do so before making the check. Furthermore, | ||
| + | Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack, per the nor- mal rules; the Critical Injury must be applied to the tar- get of the specific hit. | ||
| - | ===== Langsam ===== | + | ==== Verbrennen |
| - | < | + | < |
| - | Slow-Firing weapons tend to deal incredible | + | Weapons with Burn inflict |
| + | A victim might be able to stop the damage by performing an action to roll around and make a Coordination check. The difficulty is **Average** ({{genesys> | ||
| + | </ | ||
| - | ===== Minderwertig ===== | ||
| - | <inline info> | ||
| - | An Inferior item is a lackluster example of its kind, representing shoddy and poor craftsmanship. An Inferior item generates automatic {{genesys> | ||
| - | ===== Schwer | + | <block third column> |
| - | <inline info> | + | ===== Nachteilig |
| + | ==== Begrenzte Munition ==== | ||
| + | Some weapons fire particularly large or complex projectiles that cost lots of money. Other weapons are expendable weapons like grenades that, once used, are destroyed. A weapon with the Limited Ammo quality may be used to make a number of attacks equal to its Limited Ammo rating before it must be reloaded with a maneuver. In addition, each shot expends one of a limited number of rounds of ammo; more ammo must be purchased or obtained before anyone fires the weapon again. This also applies to grenades and other “one-use” weapons that have the Limited Ammo 1 quality (here, your character is not “reloading” the grenade, but drawing another to use—mechanically, | ||
| + | ==== Langsam ==== | ||
| + | Slow-Firing weapons tend to deal incredible damage, but need time to recharge or cool down between shots. A weapon’s Slow-Firing rating dictates the number of rounds that must pass before the weapon can be fired again after attacking. For example, a heavy laser cannon with Slow-Firing 2 must wait two rounds after being fired before it can be fired again. | ||
| - | ===== Seriefeuer ===== | + | ==== Minderwertig |
| - | <inline important> | + | An Inferior item is a lackluster example of its kind, representing shoddy and poor craftsmanship. An Inferior item generates automatic {{genesys>threat}} on all checks related to its use. |
| + | ==== Schwer ==== | ||
| + | A Cumbersome weapon is large, unwieldy, awkward, or heavy. To wield a Cumbersome weapon properly, the character needs a Brawn characteristic equal to or greater than the weapon’s Cumbersome rating. For each point of Brawn by which the character is deficient, they must increase the difficulty of all checks made while using the weapon by one. | ||
| - | ===== Überragend ===== | + | ==== Ungenau ==== |
| - | <inline info> | + | |
| - | A Superior item is a sterling example of its kind, representing masterful craftsmanship. A Superior item generates automatic {{genesys> | + | |
| - | + | ||
| - | + | ||
| - | ===== Umhauen ===== | + | |
| - | <inline important> | + | |
| - | When Knockdown is triggered, one target hit by the attack is knocked prone. If multiple targets suffer hits from a weapon with Knockdown, the quality may be triggered multiple times, affecting a different target each time.\\ | + | |
| - | Unless specified otherwise, Knockdown requires {{genesys> | + | |
| - | + | ||
| - | + | ||
| - | ===== Ungenau ===== | + | |
| - | <inline info> | + | |
| Inaccurate weapons are less likely to be accurate or precise. When making an attack with an Inaccurate weapon, add {{genesys> | Inaccurate weapons are less likely to be accurate or precise. When making an attack with an Inaccurate weapon, add {{genesys> | ||
| - | + | ==== Unhandlich ==== | |
| - | ===== Unhandlich ===== | + | |
| - | <inline info> | + | |
| An Unwieldy weapon is a weapon that can be particularly awkward to use for those without impressive dexterity and hand-eye coordination. To wield an Unwieldy weapon properly, the character needs an Agility characteristic equal to or greater than the weapon’s Unwieldy rating. For each point of Agility by which the character is deficient, they must increase the difficulty of all checks made while using the weapon by one. | An Unwieldy weapon is a weapon that can be particularly awkward to use for those without impressive dexterity and hand-eye coordination. To wield an Unwieldy weapon properly, the character needs an Agility characteristic equal to or greater than the weapon’s Unwieldy rating. For each point of Agility by which the character is deficient, they must increase the difficulty of all checks made while using the weapon by one. | ||
| + | ==== Vorbereiten ==== | ||
| + | Items with this quality require time to set up before being used. The user must perform a number of preparation maneuvers equal to the item’s Prepare rating before using the item (if the item is a weapon, “using” it would be making attacks with the weapon). At your GM’s discretion, moving with the item, being knocked prone with the item, or other disruptions may require the user to perform the preparation maneuvers again before using the item. | ||
| - | ===== Verbrennen ===== | + | </block> |
| - | <inline important> | + | </block> |
| - | Weapons with Burn inflict damage over time. When Burn is triggered, one target hit by the attack continues to suffer the weapon’s base damage each round for a number of rounds equal to the weapon’s Burn rating. Apply damage at the start of each of the target’s turns. If multiple targets suffer hits from a weapon with Burn, the quality may be triggered multiple times, affecting a different target each time.\\ | + | |
| - | A victim might be able to stop the damage by performing an action to roll around and make a Coordination check. The difficulty is **Average** ({{genesys> | + | |
| - | + | ===== Vorkommen | |
| - | ===== Vorbereiten | + | <block tablewidth 100%> |
| - | <inline info>Englisch: Prepare</ | + | ^ Spezialität |
| - | Items with this quality require time to set up before being used. The user must perform a number of preparation maneuvers equal to the item’s Prepare rating before using the item (if the item is a weapon, “using” it would be making attacks with the weapon). At your GM’s discretion, moving with the item, being knocked prone with the item, or other disruptions may require the user to perform the preparation maneuvers again before using the item. | + | ^ [[# |
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | ^ [[# | ||
| + | </ | ||