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Stara 2.4.2009, 17:08   #1
Ilmarinen
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Cool Adventures Beyond Known Wasteland! (pravila igre)

UPOZORENJE! OVA TEMA JE SKUP PRAVILA ZA FORUMSKI RPG "Adventures Beyond Known Wasteland!" TAKO DA OVDE NEMOJTE POUSTOVATI. AKO VAS ZANIMA CEMU SVE OVO, MOLIM VAS PRVO OVERITE OOC TEMU VEZANU ZA OVU IGRU. HVALA.
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Stara 2.4.2009, 17:09   #2
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~*~*~Osnovne Statistike~*~*~



Basic Statistics
– There are 7 basic statistics [or just “stats”]: strength, perception, endurance, charisma, intelligence, agility and luck [aka S.P.E.C.I.A.L.]. They all represent your characters inborn virtues and flaws. They determine your starting skill %, and starting derived statistics. At the beginning of game, you gain 5 character points to distribute among these stats.

Strength (ST)

Modifies: Melee damage, Hit Points, Carry Weight, many skills

Description: Raw physical strength and muscle power. Good for HtH characters. Rolls against this stat are used when you try to break doors down, bend iron bars and do other feats that require sheer force.

Perception (PE)

Modifies: Sequence, Ranged combat distance modifier, Detection, many skills

Description:
The ability to see, hear, taste, smell and notice unusual things. Rolls against this stat are used when discerning details or detecting sneaking characters. High PE is important for sharpshooters.

Endurance (EN)

Modifies: Hit Points, Biological & Rad Resistance, Healing Rate, additional HP per level, fatigue

Description: Stamina and physical toughness. A character with high EN will survive where others may not. Roll against EN determine things like whether your character can swim longer, run faster hang on a cliff edge or fend of a deadly disease. Good for everyone.

Charisma (CH)

Modifies: NPC reactions, Maximum followers, Barter prices, some skills

Description: A combination of appearance and charm. High CH is important for characters that want to influence others with words. Roll against this stat when attempting to schmooze past some guards or pick up some chicks in a bar. Best for diplomatic characters.

Intelligence (IN)

Modifies: Skill points per level, Dialogue options, many skills


Description: Knowledge, wisdom and ability to think quick. Characters with high IN have better memories and solve problems faster. Roll against this stat when attempting to guess a password, remember bits of information or investigate someone without guns blazing. Important for everyone.

Agility (AG)

Modifies: Action Points, Evasion, many skills

Description: Coordination and ability to move well. Measures the speed of character reactions. Good for any active character. Roll against this stat when stepping on a landmine, evading mutated beasts or dodging rockets.

Luck (LK)

Modifies: Critical Chance, Damage Resistances, ...?


Description:
Fate. Karma. An extremely low or high LK will affect your character – somehow. The events and situations will be changed depending on how lucky [or unlucky] your character is. LK rolls can determine if, for instant, your character is out of ammo lying half-unconscious on the ground, happens to find that loaded shotgun lying concealed and forgotten in the dust...Good for all you lucky bastards.

Poslednja ispravka: Ilmarinen (2.4.2009 u 17:40)
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Stara 2.4.2009, 17:12   #3
Ilmarinen
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~*~*~IZVEDENE STATISTIKE~*~*~


Derived Statistics – Derived statistics represent additional character information derived from your basic stats. There are 23 of 'em.



Acid Resistance (AR)

Base: n/a Additional: equipment or armor bonus

Description: It’s entirely based on equipment. Represents how much corrosive punishment can sustain a piece of equipment. AR is expressed with letters [English alphabet], each one for certain type of acid – with A type being nothing but a mild rash and Z type the most horrible lab-created organic compound titanium-melting aliens-blood-is-nuka-cola-in-compare-with-this ultimate corrosive super goo. Damage and acid effects are described in those acids properties. It’s entirely based on equipment.


Action Points (AP)

Base: ----- Agility ----- # of APs ----- Additional:none
........................1................37
......................2-3............38-42
.....................4-5.............43-49
.....................6-7.............50-56
.....................8-9.............57-63
.....................10+..............70+
..............................and so on...

Description: Action Points represent the number of actions character can take each round. Moving one hex [one meter] costs 3 AP. Reloading a weapon often costs 6 AP. Making a shot often osts 25 AP. Action points can be boosted with drugs or perks. They usually make the difference between reloading your gun and making that final shot, or staring at your empty sidearm as a rocket explodes in your chest.


Biological Resistance (BR)

Base: 5 x EN Additional: per race

Description: There are many toxins and chemicals in post-nuclear world that just don’t mix well with human anatomy. That’s where BR kicks in. This is overall natural immunity to viruses, bacteria, airborne pathogens, mutation agents, poisons and the like. Each time your character becomes poisoned or sick, and wears of ill effects without any medical attention, he gains an additional 2% of BR [due to hardened immune system, and greater number of antibodies in the bloodstream].

Bonus Damage (BD)

Base: 0% Additional: per race

Description: Amount of additional damage character delivers with HtH or ranged attacks. Based on your race, traits and perks. Starting amount is 0 [humans] but can be enhanced later through the game. The more the merrier.


Carry Weight (CW)

Base: 25 lbs + 25 x ST Additional: none

Description: Represents the maximum amount of equipment your character can carry on his back, pockets or pants before becoming encumbered [when carrying more than your max CW]. When carrying 50% more than your max CW you become immobile. Every item in the game weighs something.


Chemical Resistance (CR)

Base: EN in % Additional: none

Description: Amount of drugs and medicine that your body can sustain before overdosing or becoming addicted. Each time you take a chem roll to see if you get addicted. When you are addicted you must take your drug on a regular [or in some cases daily] bases. If not, you fall into withdrawal and remain in it until you become clean again or die. If you overdose, roll against EN to see if you can maintain that amount of drugs in your system. Three consecutive failures result in instant death. Each time you wear of an addiction on your own [without treatments, AutoDocs and such] you gain +2% to your chemical resistance stat.


Critical Chance (CC)

Base: equals LK in % Additional: none


Description:
Or “crits”. The chance to cause critical hit in combat. High weapon skills and weapons of high quality can modify this number later. If a to hit roll is low enough to fall within characters CC it becomes a critical hit and deals far more damage.


Damage Resistance (DR)

Base: ----- Luck ------ Damage Resistance ----- Additional: per race
.................1-3......................-10%
.................4-6.......................0%
................7-10.....................+10%
.................11+.....................+15%
............................and so on.........

Description: DR is entirely determined by armor, unless the character has some built in DR because of his race. It is the amount of dmg that is spread out from an attack. There are six different areas under the “armor” for six different types of DR: normal, ballistic, laser, fire, plasma and explosion. Each piece of armor has its DR percentage that the character should add to their own. For example, if someone hits you for 20 points of damage and you have an DR 50%, you would receive only 10 dmg from that attack. LK also contributes a bonus or a penalty depending on that stat. You are either a winner or loser.


Damage Threshold (DT)

Base: 0 Additional: none


Description: DT represents the actual amount of damage that piece of armor can stop. This stat can be found only under armor, because character doesn’t have DT until he is wearing armor of some kind. The better the armor, the higher the DT.


Detection

Base: PE x 8 Additional: none

Description: Detection helps you in locating all those sneaky thieves and scoundrels that want to relive you from your precious gear. If the sneaker is concealed or in partial or semi-darkness, that chance drops to 5 x PE. If a sneaker is in total darkness or your character is sleeping, this chance drops to 2 x PE. Knocked out or unconscious characters cannot detect other people.

Poslednja ispravka: Ilmarinen (2.4.2009 u 17:39)
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Stara 2.4.2009, 17:14   #4
Ilmarinen
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Određen forumom Re: Adventures Beyond Known Wasteland! (pravila igre)

Electricity Resistance (ER)

Base: 0% Additional: per race

Description: This stat measures how resistant a character is to electricity. Whenever you take damage from electricity, it is reduced by this amount. If you don’t have some built in resistance this stat is zero. Robots take 50% more damage from electricity damage.


Evasion (E)

Base: equals AG Additional: equipment or armor bonus

Description: Evasion reduces the amount of damage your character takes from things that seek to harm her. It also lowers the chance of being hit in combat. E is expressed in %, which is subtracted from opponents to hit roll.


Fatigue (F)

Base: 0/# (Base/MaxF) Additional: per level, can be enhanced with drugs and perks

Description: Represents the amount of enervation your character can withstand before collapsing from overtiredness. You become fatigued if you don't eat or drink regularly. You become fatigued if you fight all day long. You become fatigued if someone pummels you while you're lying helplessly on the ground. You become fatigued if you and your girlf...you've got the point. The lower the better. When your fatigue breaches your max fatigue amount you loose your consciousness. If your fatigue reaches double the max fatigue amount you can withstand you fall into coma. Max Fatigue equals (EN + IN) x2. MAX Fatigue gained per level equals your EN/3 round down.


Gas Resistance (GR)

Base: 0/0 Additional: per race

Description: GR is based entirely by armor, race or equipment. There are two kinds of gas attacks: inhaled and contact gasses. Inhaled gasses must enter the lungs before causing ill effects. Contact gasses are more like clouds of acid vapor, damaging any biological substance they come into contact with. GR is given in an X/X number, with the first variable for inhaled and second for contact gas. Unless you are a Robot, the beginning GR is 0/0.


Healing Rate (HR)

Base ----- Endurance ---- Healing Rate ----- Additional: none

......................1-5.................1
......................6-8.................2
......................7-10...............3
......................11+................4
.............................and so on...

Description: Life posses the remarkable ability to heal itself naturally. Your character’s HR is the number of HP body heals naturally in a day [24 hrs] of activity [traveling, fighting etc.], or in 6 hrs of resting. The quality of rest also can influence your natural healing. Robots cannot heal naturally.


Hit Points (HP)

Base: 15 + (ST + (2 x EN)) Additional: 3 + ˝ EN [round down] per level

Description: Life and overall health. Determines how much damage your character can sustain before he drops dead. If HP drop between 0 and -9, character is not instantly dead, he just falls unconscious, and automatically starts recovering HP as if they were resting and eventually will wake up. With -10 or less HP character has left this world permanently. Dead characters cannot be revived by any means. They’re dead.


Maximum Followers (MF)

Base ------ Charisma ------ Max Followers ---- Additional: none
.....................1-2......................1
.....................3-4......................2
.....................5-6......................3
.....................7-8......................4
....................9-10.....................5
.....................11+.....................6
...........................and so on...

Description: As an adventurer, your character stumbles upon many different people in his travels. Some of them may share your morale standards or looks on the world and want to join your cause. MF determines the number of NPCs willing to travel with you through wasteland until you [or they] die or get bored and sick of Radscorpion random encounters and radiation. Note that not all races will feel comfortable with all other members of your party [because of diverse points of view, or some other social problems]. If tensions get high, they may leave you and your comrades, and hit the road on their own.


Melee Damage (MD)

Base ----- Strength ----- Melee Damage ------ Additional: per race
...................1-6.....................1
.....................7......................2
.....................8......................3
.....................9......................4
....................10.....................5
...................11+....................6
..........................and so on...

Description: This is how much damage your character does in HtH combat. The more melee damage your character does the harder he/she hits. Strong characters can hit very hard.


Perk Rate (PR)

Base: per race Additional: none

Description: The perk rate indicates on which levels you‘ll get to choose a perk. So if your PR is 3, you will gain perks on every three levels, not counting the first one – on 3rd, 6th, 9th, 12th and so on. Note that you don’t have to take perk at the same time it’s offered to you, so you can save it for later...but why to wait? Robots don’t have perk rate, because they can never gain perks.


Radiation Resistance (RR)

Base: 2 x EN Additional: per race

Description: In the post-nuclear world radiation is all-present threat. Some places are naturally radioactive, like blast centers where nukes went off. Some are more or less radioactive than others. RR can be increased with chems, and with certain kinds of armor. Radiations always keep building in your body, and on higher levels can be very lethal. Expressed in rems [or “rads”].

Poslednja ispravka: Ilmarinen (2.4.2009 u 19:34)
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Stara 2.4.2009, 17:14   #5
Ilmarinen
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Range Modifier (RNGM)

Base: ----- Perception ----- Range in hexes ----- Additional: none
..........................1....................... .....1
..........................2....................... .....3
..........................3....................... .....5
..........................4....................... .....7
..........................5....................... .....9
..........................6....................... ....11
..........................7....................... ....13
..........................8....................... ....15
..........................9....................... ....17
.........................10....................... ...19
.........................11+...................... ..20+
................................and so on..........

Description: Represent the actual range the weapon can be
used to its maximum effect, without applying any range penalties. For every hex beyond the maximum range deduct 3% from your on to hit role. Range modifier does not apply in
HtH combat because combatants are confronting each other face to face. Also, when attempting a double shot [with a shotgun for example], the weapon’s effective range drop by 3 hexes. In addition, if weapon has 8 or more condition boxes filed, deduct 10% from the roll.


Reaction Modifier (RM)

Base: ----- Charisma ----- Reaction Modifier ----- Additional: per race&karma
.....................1.........................-18
.....................2.........................-9
...................3-4........................-3
.....................5..........................0
...................6-7........................+3
...................8-9........................+9
...................10+.......................+18 (+)

Description: RM represents how well people initially react on your physical appearance and personality. Initial NPC reaction can be changed to better or worse. For example, if you help someone in his hour of need, that person will find you trustworthy and from now on you’ll have higher RM for that particular character. If it was a merchant, he could grant you a discount. If it was a Slaver, he may call you to join his guild. Note that different races mostly do not react well at first glance [or second] due to all-present racism in the wastes.


Sequence (SQ)

Base: 2 x PE Additional: none

Description: SQ determines who goes first in a combat round. If you are the one initiating combat you automatically get to go first [~surprise round]. All combat turns following this one are broken down by SQ with highest going first, and so on down the line, until the end of combat.


Skill rate (SR)

Base: none Additional: 5 + (2 x IN) per level

Description: Represents the learning curve of your character. The smarter you are the more skill points you get. You can distribute skill points in whatever way you like, but you can’t decrease your skills below their minimum level. Any number of skill points spent on a skill can’t be reassigned at next level or during the game, to another skill.

Poslednja ispravka: Ilmarinen (2.4.2009 u 17:49)
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Stara 2.4.2009, 17:56   #6
Ilmarinen
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~*~*~Traits~*~*~


Optional Traits – Optional traits describe your character in more detail. All traits will have positive and negative effects. You can choose none or up to two traits during character creation.


Agoraphobic*

Description:
You have an inborn fear of outdoors. Fells like you were living your entire life in a vault or something. You’ve spent more time at home learning, feeling safer in your room. As long as you are in closed area [inside of a building, sewers, caves etc.] you gain +10% bonus to your skill rolls. But, whenever you find yourself out on open [aka desert, fields, city squares, streets etc.] you suffer a panic attack [roll for IN] and lose -2 to AG as well as your skill bonus, but get +2 ST from fear.


Beta Software

Description: You have been equipped with an experimental operating system and peripherals. You get 1 extra tag skill, but whenever using any tag skill you must roll against LK or suffer automatic failure and, in combat, loss of all APs for that round.


Bloody Mess

Description: By some strange twist of fate, people around you die violently [including you!]. You always see a worst way a person can die. All critical hits do 20% more damage when you are around.


Bruiser

Description: A little slower, but a little bigger. You may not hit as often, but they will feel it when you do! Your total action points are lowered, but your Strength is increased. You loose 2 AP, and get 4 point bonus to ST [can’t go over racial maximum].


Chemical Reliant

Description:
You are more easily addicted to chems. Your chance to be addicted is twice as normal, but you recover in half the time from their ill effects. Robots cannot choose this trait.


Clean Living (ex Chemical resistant)

Description:
Chems affect you only half as long as normal, but your chance to get addicted is only 50% the normal amount. Robots cannot choose this trait.


Claustrophobic*

Description: Years of living in the wasteland have left you wary of closed spaces. As long as you are out on open [desert, fields, city squares, streets etc.] you gain +10% bonus to your skill rolls. But, whenever you find yourself between four walls [inside of a building, sewers, caves etc.], you suffer a panic attack [roll for IN] and lose -2 to AG as well as your skill bonus, but get +2 ST from fear.


Domesticated


Description: You have undergone extensive house training and have developed above-average intelligence. Your IN is raised by 1 [can go above racial maximum] but you get a -2 penalty to melee damage. Only Deathclaws and Dogs can choose this trait.


Doubled Vital Equipment*

Description: You have two sets of vital internal machinery. This makes you able to sustain more damage but takes some extra room in your storage capacity. Your hp gained per level is doubled but your carry weight is lowered by 100. Only Robots can choose this trait.


EMP Shielding

Description: You have a dedicated EMP shielding system. You must pay 6 AP more for any move involved action because of your heavy equipment, but you have 50% resistance to all forms of EMP attacks. Robots only.


Fast Metabolism

Description: Your metabolic rate is twice as normal. This means that you are much less resistant to radiation and poison, but your body heals faster. You get a 4 point bonus to your healing rate, but your radiation and poison resistance start at 0% regardless of EN [racial modifiers are added later]. Robots cannot choose this trait.


Fast Shot


Description: You don’t have time to aim for a targeted attack, because you attack faster than normal people. It costs you 10 AP less to use a weapon [has no effect on HtH attacks], but you cannot perform targeted shots.


Fear the Reaper

Description:
You have cheated death! You gain perks as if you were human, but you are now on death short list. Whenever you receive a critical hit, you must roll against your LK or else drop dead. Only Ghouls can choose this trait.


Feral Kid*

Description:
School never interested you. You always preferred the natural ways than to boggle your mind with technology. You gain one-time bonus of 15% to unarmed, melee weapons, throwing, archery, sneak and outdoorsman but all of your tech skills suffer a penalty [biology, chemistry, physics, electronics, computers, geology, mechanics, pilot, and repair are down 10% - these numbers cannot go below 0%].
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