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Old 12-21-2012, 03:16 PM
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Join Date: Jan 2012
Location: In the cold north called Finland
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Actually, since there is little happening on RPoL just now, here's the first batch of 'Erikoisjoukot'.

New Skills

EXP: Explosives. The charactersnwith this particular skill can set and disarm explosives, know how they can be rigged on bridges, vehicles etc.. They can also set and disarm traps. This skill replaces CBE in such tasks. Characters with high skill level in EXP know something about Combat Engineering as well and can attempt the tasks with 1/4 of their EXP-skill and vice versa. EXP costs, like CBE, double and can be bought either as a military or background skill, but as background skill it costs three times the normal price, that is, three points per a percent up to 50 and 6 points a percent from there on.

SKI: Skiing. The character with this skill knows how to ski. Skiing in the ordinary terrain is ESY:SKI, on hills AVG:SKI and in the mountains DIF:SKI. The skill can be selected as background, education or military skill.

MA: Martial Arts. This skill depicts some oriental martial art like Karate, Tae Kwon Do, Ju Jutsu and Kung-Fu. These styles are all different and putting them under one skill is a great insult, but highly necessary for easing up the progress of the game. It can be chosen as either background, education or military skill, but as a background skill it costs three times the normal.

The characters with this skill know a couple more tricks than ordinary characters. Fighting the ordinary characters unarmed is easier for them and they get two unarmed attacks per turn against any opponent.

Strike: A character with the Martial Arts skill can choose between punch and kick. Punching is ESY:MA and kicking is AVG:MA. Blocking either one is DIF:MC, DIF:BC or AVG:MA. If the martial artist wishes to make an aimed strike, doing so with a kick will be DIF:MA. Aiming a punch is far easier and the difficulty does not change.

Martial Arts strike has damage ratingof Unarmed Damage + 1d6+2 for punch and Unarmed Damage + 1d10 for kick.

Joint Lock: Joint Lock works as with BC, but it is either AVG:AGI or AVG:MA and takes both attacks that turn. For martial artists the Joint Lock 'damage' is Unarmed Damage + 1d10 for martial artists.

Knockdown: A new attack type for unarmed combat. This is exclusively for Martial Artists. The attack is AVG:MA. If the target was not surprised, he can try to dodge, which is DIF:AGI. If the dodge is unsuccesful, he will fall prone and be stunned.

All other rules for unarmed combat can be found in the Play Manual.

TRA: Traps. This skill is used in setting and disarming traps.

Setting Traps: Ordinary traps without explosives are AVG:TRA and with explosives DIF:TRA. You can try twice each time. If you succeed, roll d100 and add your Traps-skill. This is the traps visibility value. Record the number. If you are not satisfied with it, you can attempt to improve it by making a DIF:TRA. If this is successful, add 2d10 to the value; if not, reduce the value by 2d10. This score is final and you can not change it anymore.

Disarming Traps: Disarming a trap is DIF:TRA. If successful, the trap has been rendered inoperable and poses no longer a threat. If unsuccessful, there is a 10% chance, the trap is set off.

Detecting Traps: Detecting traps is a task, but it is resolved slightly differently than the usual tests. Roll d100 and add your RCN or TRA. If the result is higher than the visibility value of the trap, you detect it. Wild animals and dogs are considered to have RCN of 75 and other animals 60. If the character doesn't detect the trap, it goes off.

Characters with CBE or EXP know a thing or two about traps as well and can use 1/4 of their skill instead of TRA. TRA costs double and can be bought as background, education or military skill, but costs triple as background skill.

DT: Dog Training. With this skill the characters can control and train dogs. Issuing ordinary commands (sit, stay, heel) to ones own dog is an automatic success. If the dog belongs to someone else, but is friendly, the task is ESYT. To order a dog to attack is ESYT for your own dog and AVGT for someone elses friendly dog.

Tracking by just the smell is DIFT for your own dog and by the smell on an object AVGT. For someone elses dog, the task is DIFT for both. The test is made for the dog once after fifteen minutes. If the dog loses the trail, it can try again every five minutes.

Dogs can be trained as well. Teaching the basic commands to a puppy is AVGT, attacking and tracking DIFT. For adult dogs, both tasks are one step more difficult.

Even if the dog belongs to a player character, the GM will do all the rolls for the dogs. The GM should remember, dogs are just ordinary creatures and can not be coerced. They won't attack a ten-man group of bandits even if the owner told them to. Well treated it is, however, a faithful companion and won't abandon its master. The skill can be learned as background, education or military skill.

CLI: Climbing. This skill includes climbing walls with or without a rope. With harness, climbingnis ESY:CLI, with just a rope AVG:CLI and without one DIF:CLI. It can be learned as a background or military skill, but costs double as a background skill.

COM: Communications. This skill replaces ELC in using communications equipment. Can be chosen as background, education or military skill.

RDR: Radar. The skill of using radars, which replaces ELC in those uses. It can be learned as background or military skill, but as a background skill it costs double.
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"Listen to me, nugget, and listen good. Don't go poppin' your head out like that, unless you want it shot off. And if you do get it shot off, make sure you're dead, because if you ain't, guess who's gotta drag your sorry ass off the field? Were short on everything, so the only painkiller I have comes in 9mm doses. Now get the hell out of my foxhole!" - an unknown medic somewhere, 2013.
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