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Operator Handbook

PonyStrangler Nov 11th, 2013 (edited) 8,181 Never
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  1. Welcome to Razorback Company, Rookie! #OiE is a Freeform-based RPG with constant Operations, ran with a fully inhouse customized version of Enhanced D6 Version 3, containing numerous homebrew additions and a host of fully custom game systems.
  2.  
  3. *****
  4. HOW TO JOIN: create a sensible loadout at innawoods.net and save the image. It's also permissible to shop in non-listed weaponry, but nothing too extreme. You may take a maximum of ONE heavy weapon/main weapon, a secondary firearm, and up to two melee weapons, while the rest is for you to determine.
  5.  
  6. We still maintain an IRC channel on esper.net; download any working IRC and join channel #OiE, OR go to www.esper.net and join #OiE from there. However, it's unlikely that anyone will be lurking there now. Since we no longer operate on /that/ sjw-infested cancerous pile of shit site, the quickest method to contact us would be to make a single post.
  7.  
  8. ***************************************************************************************************************************************
  9. NEW INSANITIES: brand new DLC's, available on any of your favorite (or most hated) electronic devices. The currently unlocked expansions are:
  10.  
  11. -The Construct Incursion:
  12. "Heh, it used to be if you wanted attention, you'd just shout 'Construct!' and everypony goes straight into combat stance. Now though, we're a little wiser, can't let 'em know that you know they're here. Oh sure, we've got hundreds of shells, hulls, weapons, both whole and in parts, little bits and pieces of this or that.. there's even some place that I ordered be filled with all their damned orange 'blood', or whatever it is. Can't tell you where though, that's a secret. If you've ever wondered what an unstoppable biomechanical tidal wave of logic backed up by weapons that makes your own tech seem pathetic in comparison looks like, you don't have to wonder any longer. They're back for another round, and after all the wars we've had with 'em, who knows? They might just win this time." -Twisted Wing
  13.  
  14. -Ethereal Plane Interlude:
  15. "As old as the other Planes, the Ethereals are ruled by a caste system that is absolute and totalitarian, with zero mercy given for ignoring the lightest, most useless of orders. They abide by maddening laws that defy comprehension, more alien to us than those laws travelers to the Dominion have shared. The Ethereals concern themselves with preventing incursions from other Planes and worlds, and, some have rumored, are privately at war with their own supposed allies, the Crystal ponies. I have to question what the 'external threats' that they claim to defend against truly are, and what, precisely, we are now forced to deal with." -Denra
  16.  
  17. -Imminent Retrievals:
  18. "At times, it becomes prudent to.. dispose of something. A creation too terrible, horrifying, devastating, abominable even. It does not matter if this thing is physically, marentally, or politically harmful to keep about, only that it must be disposed of in the quietest of mareners. ..of course, sometimes an enemy disposes of something too. At that point, it becomes more prudent to deny that enemy what they have willingly chosen to cast away, and to acquire it with all due haste. The true problem, however, is what to do once it is in your possession, and what you must do to keep it that way." -Hodch
  19.  
  20. -Medical Lesbians:
  21. "I'm not quite sure where they've all come from, but this much I know: nurse and doctor pairs, nearly all of them unicorns so far as we have seen, with Crystal ponies as the remainder, have been sent to most every city and town in Equestria, as well as the capitals and major cities of other countries, city-states, and etcetera. They're given a single clinic building, much like how the old one here was, a large number of extraordinarily potent alchemical and medical supplies, and allowed to hoof out flyers stating that they will treat virtually anypony, or anyone for that matter, whom enters, whether injured, ill, or what have you. Of course, I find it a little odd that they all demonstrate such remarkably high aptitudes for medical care, but what is most concerning is that if somepony, or someone, enters and is not wounded or sick, they.. put on a show. By that, I mean with each other. Sexually. Which begs my next question: what, exactly, ARE they doing on Tallus?" -Tipper
  22.  
  23. -Resurgence of the Dynasty:
  24. 'The head of every earth pony, whether they know it or not, is subtly bowed in shame. The ancient fields of their ancestors, once resplendent and coveted by all, yes, even a few Changelings, have been neglected and now lay fallow, doomed to grow little more than endless fields of grass above blood-soaked soil. Their stone halls, parts of the Vigil formed to repulse Undead that tormarented the living, now lie silent, buried deep in the earth with their memories forgotten. Their mares, the bearers of their entire species, have grown desperate for answers as to why when each colt is birthed, there are ten fillies, and more than that in some places. As a species, they bear the collected guilts and crimes of the Empress upon their necks. As I have seen through my life, that weight has crippled them. At times I find their dedication to make up for her reign odd; it is both honorable, yet morbid, though it bears little meaning in this era. Even we Changelings have accepted history, especially the leaders of our history, for what it is and what they are, learning important lessons that we would not have otherwise. As of late, however, each earth pony I have come across is... restless. Nervous. They are liable to snap vocally, or even physically, at the smallest provocations, and they refuse to tell me why. Make no mistake: there is nothing that makes me more cautious, or concerned, than a restless earth pony.' -Roust
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  26.  
  27. ***************************************************************************************************************************************
  28. NEW FEATURES:
  29. >CUSTOMIZABLE COMPANIONS. Depending on your Companion's skills and combat capabilities, they will be able to equip new clothing, weapons, armor, items, or other devices, by simply asking: "Want to change your outfit/equipmarent?"
  30. -Depending on the standard outfit of said Companion, not all of them will accept bows in their mane or tail. Side effects may include but are not limited to: disappearing clouds, exploding seagulls, and large amounts of wine.
  31. -Note: socks may be worn by any species, but you may be subject to foalnadoes if applicable.
  32.  
  33. NEW ARMAMARENT OPTIONS INCLUDE:
  34. >Hoofboots, hoofclaws, hoofspikes, biteblades, and short swords may be equipped by all ponies.
  35. >Custom Light Armor may be worn by all ponies.
  36. >Single and wing-covering custom Wingblades are pegasi only.
  37. >New item: Custom Wingclaw Armor. Usable only by batponies, Wingclaw Armor can be made to improve DR, provide additional punch in Melee, and other skill bonuses. While a bit constraining to free-mango'd batponies, most of them will eventually come to enjoy their new armored claw additions. Go seek out Krinza in the Workshop if you would like to have a pair made
  38. >Light Lances, Halberds, Pikes, and other polearms may be equipped by all ponies, but Heavy polearms may only be equipped by Crystal/Earth ponies and Saddle Arabians.
  39. >Custom Medium weaponry may be equipped by all but pegasi.
  40. >Custom Medium Armor may be worn by Crystal/Earth ponies and Saddle Arabians.
  41. >Custom Heavy weaponry may only be equipped by Saddle Arabians, and Crystal & Earth ponies.
  42. >Custom Heavy Armor may only be worn by Crystal & Earth ponies.
  43. >Friendly Eldritch weaponry may be used by any pony capable of their use
  44.  
  45. -WARNING: all Eldritch items come with their own dangers. This goes double for any Eldritch weapon that one wishes to dominate for their own use.
  46.  
  47.  
  48. ***************************************************************************************************************************************
  49. OPEN POSITIONS:
  50. As Hollow has taken an inordinate number of hallucinogens and is going to be comatose for a while, the positions of both Fortress Marshall and Defense Forces Manager are open:
  51.  
  52. >FORTRESS MARSHALL is the position given to an Operator whom can request offensive deploymarents by the Guards, marecenaries, and/or Allies. It comes with a few responsibilities, in specific:
  53. #1: issuing paymarents through Naliyna or Jeff for services rendered.
  54. #2: dealing with inter-faction disagreemarents & disputes.
  55. #3: if available, providing tactical support for said deploymarents.
  56.  
  57. >DEFENSE FORCES MANAGER is the position given to an Operator whom can request and take commarend of defensive deploymarents by the Guards, mercenaries, and Allies. This position comes with these responsibilities:
  58. #1: acquiring working knowledge of each faction and their abilities.
  59. #2: dealing with each faction's leader(s), e.g.: Marble Leaf & Kitang of the Day, Royal, and Honor Guards; Steel Blitz & Aster of the Night & Lunar Guards, as well as whichever veteran mercenary is currently awake and undrugged enough to hoofle either  the Arcane Blades or Tartarus Air Corps.
  60. #3: providing benefits and paymarents if tasked to perform nonstandard deploymarents.
  61.  
  62. While it is possible for a single Operator to take both positions, one should ensure that they are capable of doing so.
  63.  
  64.  
  65. ***************************************************************************************************************************************
  66. P.U.P.S.
  67. >Not a highly secret project by any means, P.U.P.S., short for Personal/Ponial Utility Platform Structures, were developed by Bren's engineering research into the human ideas of standard structures. Incorporating the idea of modularity into her own designs, she produced a number of small buildings and defensive structure schematics that could be constructed at a momarent's notice and delivered via translocation matrices, or through unicorn translocation if such is unavailable. The majority of P.U.P.S. are lightweight enough to be easily carried, moved, or teleported about once in field, and are designed to accommodate extra armoring or additional utilities if requested. The Heavy Barricade, both Outposts (still under construction), and the Adv. Survival Shelter (coming soon) all come with retractable landing skids & wheels for movemarent.
  68.  
  69. -Light Barricade: 150 Armor, 4DR, Destructible. A single slab of thinly steel plated, moderately enchanted ironwood, 3' tall, 5' long, and 2" thick, stabilized by a pair of steel brackets with 1' long skids mounted on both ends to prevent it from being knocked over. A light barricade constructed solely for the purpose of fast deploymarent, the frontal facing is slanted at a 40 degree rearward angle, providing modest cover if disguised properly, offers decent protection against lesser threats, and has a moderate chance of deflecting ranged attacks. Humans are quite capable of dragging one around with relative ease, and can shelter two Operators at a time if they squeeze together behind it, though for obvious reasons isn't suited to defense against any other threats. Once the Light Barricade's Armor has been entirely depleted, it will no longer provide any protection and fall apart.
  70.  
  71. -Standard Barricade: 300 Armor, 6DR. A single slab of enchanted, externally steel-plated ironwood barrier, 4' tall, 7' long,  4" thick, stabilized by a pair of heavy steel brackets with 2' long skids mounted on both ends to prevent it from being knocked over. Considerably more protective than the light barricade, the standard version is meant for deploymarent against significant ranged threats, and as a result is quite a bit heavier. The frontal facing is slanted at a 35 degree angle rearwards, providing a high degree of protection against most threats, even unicorns, and if needed can be further armored by additional plating. Requiring two Operators to mareneuver due to it's weight, the standard barricade is difficult to disguise due to it's shape, yet is sturdy enough to allow for the placemarent of directional explosives, particularly mines, on it's facing, making ear plugs a bit more valuable than they used to be. Three Operators (or four manlets) can take cover behind the Standard Barricade.
  72.  
  73. -Heavy Barricade: 450 Armor, 8DR. An externally steel-plated, heavily enchanted ironwood barrier, 5' tall, 8' long, and 6" thick. When her initial design of the heavy barricade was unable to be moved by an 8-man squad of Operators, Bren was forced to ask Krinza for a mechanical solution to her overbuilt problem. Questioning Clemency's knowledge of aircraft and Kraut's vehicle aptitude, Krinza hoof-forged a set of six mechanically retractable and swiveling steel legs, along with an equal number of steel-plated maple wood wheels, sealed over by several layers of vulcanized rubber and melding them onto stainless brackets. Further improved by melding four retractable landing skids to allow for additional support and some mareneuverability in field, the innovative (to ponies) additions still require either a minotaur, a pair of mature earth ponies, whether psion or not, or a skilled unicorn to aid in moving this particular barrier, and is impossible to disguise due to it's dimarensions, though allows four Operators (or five manlets) to take cover behind it.
  74.  
  75. -Ambush Blind: 75 Armor, 1DR. A simple, easy to conceal ground blind frame, 3' tall, 6' long, and 3' wide. Little more than four thin walls with a opening large enough for a heavy rifle in the front, this skeletal frame is meant to be carried by an Operator, or a pony of unicorn size and smaller, without hindering them much. As it's weight had to be under 25 pounds to allow any human wanting one for their own use, Bren's crew needed more small dimarension wood planks than could be readily cut down from the massive stocks of ironwood, and began harvesting smaller trees and larger shrubs around Razorback Fortress, specifically those of light weight and moderate durability, though they placed greater importance on neutral wood colorations that could be hidden in field, ready to be disguised and concealed at the user's opportunity.
  76.  
  77.  
  78. *****
  79. SAVING
  80. >You may now SAVE at any time by sacrificing a Miniature Translocation Disc before performing dumb shit. Doing so will take you to The White Room. And no, you really don't want to go there.
  81.  
  82. -You will also be auto-saved upon use of the Miniature Translocation item and choose between entering The White Room or Razorback Fortress, though there will always be side effects attributed to entering The White Room.
  83.  
  84. -Your GM will auto-save you before talking to Mercy and other volatile NPC's, but only ONCE. After that, the utmost of discretion is marendatory!
  85.  
  86.  
  87. *****
  88. SUPPORT ACTIONS: certain NPC's and Companions may be called upon to deliver supplies, teleport you out of lava, facestomp your enemies, and perform other combat or noncombat actions such as healing and curing allies, or pick an annoying lock. However, only TWO Support Actions may be taken per operation, so choose whom you want to aid you wisely.
  89.  
  90. -Allies & Companions available for Support Actions: Bren, Denra, Hodch, Mercy, Naliyna, Roust, and Twisted Wing.
  91.  
  92.  
  93. ***************************************************************************************************************************************
  94. NEW ENCOUNTERS:
  95. >DRAGONS. The Dragonspine Mountains are now unlocked. Don't go trying to loot any dragon hoards now, you won't even survive one yawning at you.
  96.  
  97. >ELITE Operations are now open. An Operator with a minimum of 51XP may join a Team Operation, but will require 71XP to go on a Solo Operation. BE ADVISED that while the rewards are great, the dangers are greater.
  98.  
  99. >Hostile Eldritch weaponry may attempt to be tamed by the Five Sisters, or contested alongside your most stalwart Operators and closest Allies.
  100.  
  101. >MEDICAL LESBIANS. Almost every city in Equestria, and the capitals of most countries, now have a Medical Clinic that offers free services regardless of species or lack of paymarent.
  102.  
  103. >XL, XXL, & Monstrous enemies have been unlocked. Don't go wandering around the Everfree hoping to stay unmolested, or you will know true pain.
  104.  
  105.  
  106. ***************************************************************************************************************************************
  107. -List of Operators and their skills:    http://pastebin.com/JktpVZLG
  108.  
  109. -List of Operator innawoods pictures:   http://imgur.com/a/9zfyN#3
  110.  
  111. -BULLETIN BOARD:                        https://pastebin.com/UaxgkbgV
  112.  
  113. -Fortress Map:                          http://i.imgur.com/Nfy0UK4.png?1
  114.  
  115. -All Previous Thread Archives:          http://pastebin.com/YwC9CTvY - THE FULL ARCHIVE AND THIS HANDBOOK ARE REQUIRED READING FOR NEW RECRUITS. Well, not necessarily required.. but FAILURE TO DO SO MAY RESULT IN SPINE INJURIES, PERMARENENT SCARRING OF THE FACE, NOODLE SHAPED LACERATIONS OF THE GENITALS, AND MULTIPLE VISITS TO THE MORGUE!
  116.  
  117. *****
  118. CHARACTER CREATION: read the descriptions below, which contains all guidelines of character creation. Once you have a good idea of what you want to play as, edgelords excluded, send a message to me with this format:
  119.  
  120. Name:      (Character Name goes here, obviously)
  121. Position:  (What position you want to take in an existing Razorback squad, or you may remain as a Free Operator)
  122. Theme:     Description of your character, how they act and Operate
  123. HP:        10 (Basic HP amount, can add +2HP for 1XP, etc.)
  124. Armor:     Damage Reduction amount, only viable if you have armor worn. Vests & Flak Jackets grant 1DR, Riot Armor & Body Suits grant 2DR.
  125. XP:        (New characters start with 5XP in addition to the required Human skills)
  126.  
  127. Skill #1: Name of skill goes here
  128. Skill #2: Name of skill goes here
  129. Skill #3: Name of skill goes here
  130. Skill #4: Name of skill goes here
  131. Skill #5: Name of skill goes here
  132. etc.
  133.  
  134. ***************************************************************************************************************************************
  135. HOUSE RULES:
  136.  
  137. #0: read the Handbook, former threads & collations, Records, Bulletin board, and the rest of this pastebin before asking questions. This means all of it if possible. Time is valuable and not a commodity to waste. If you miss something important or glaringly obvious.. too bad. Nearly everything can be checked out rather quickly, so do the smart thing and READ before asking for information.
  138.  
  139. #1: what an Operator brings with them is all they have to start with. If you want to take an item that is not in Innawoods, then contact a GM to see if it can be allowed. To keep from relying on Innawoods now, the Items & Equipmarent listing has been fully expanded to keep track of all owned items, including all single use items. Any specialized or constructed possessions will be added to the Item & Equipmarent paste once acquired or completed.
  140.  
  141. #2: need to take or rent something useful, or have something you don't want anymore? Use the Armory: https://pastebin.com/hceyC22m then notify a GM of what you want added or removed.
  142.  
  143. #3: all actions that require a roll will be done openly. This excludes a GM rolling for secret events and the like. If you are unable to roll in thread for any reason, ask someone to post rolls for you.
  144.  
  145. #5: reposts, rerolls, prerolls, and addendums are not allowed UNLESS a GM states to do so. A repost is counted as deleting a post that is completed, whether due to Operator error or the board fucking itself.
  146. -A reroll is counted as either a repost or double posting a set of rolls.
  147. -A preroll is defined as attempting to roll abilities the turn BEFORE allowed to be in use, or would otherwise not be allowed.
  148. -Everyone should know what an addendum is!
  149.  
  150. #6: due to the state of the board, a maximum of 1 Operator response per each GM response is allowed. Quite frankly, yes, we all love walls of text or we WOULDN'T be here! While there are no technical limitations on the number of rolls one may do, I would like Operators to keep their roll numbers under 30, IF POSSIBLE. Reading through too marely gives everyone a headache. Trust me, I've had a dickmillion headaches and a few on the side. If you simply must have 5 people working to restore a banged up 1957 Chevy 4-door hardtop.. please be responsible about it and don't even ask specifics unless you really want to be given said specifics.
  151.  
  152. #7: since the board allows a greater amount of freedom and flexibility, there are a number of changes to keep in mind:
  153. -there is no preference between first person paragraph narrative or third person, it's up to the player in question to determine their posting style. There are no font selections, however, there IS an expectation of proper formatting.
  154. -please write all first and third person written narratives in a large paragraph style. This is done for easier, simpler collation purposes over time.
  155. -there are several brackets that must be used to indicate specific formats:
  156.  
  157. <Name of Language Goes Here> is to be used for any language that is not Common Equestrian.
  158.  
  159. (Non-Spoken Thoughts Go Here) is to be used for private thoughts, or psionic/magical communications.
  160.  
  161. *"Radio Messagsse Go Here"* is to be used for radio communication.
  162.  
  163. WHEN RESPONDING TO OTHERS AND THE GM, DIRECTLY LINK TO THEIR POST!
  164.  
  165.  
  166. #8: don't overpost. What this means is: do not drop a response, then drop another response or series of responses without waiting for responses in return. GM's must be given time to catch up on responses to prevent from being backlogged. This is due to having numerous overposts in the past and lacking the time to properly respond to others.
  167.  
  168. #9: there is an absolute maximum of 5 Operators allowed during an Operation, not including a Companion or Ally. This is done to allow a rotation of Operators equal "screen time" and to cut down on multiple response times.
  169.  
  170. #10: unless stated that an Operator is well and truly dead, either by vaporization, fatal injury/injuries, complete bleedout, or by other fatal means that cannot be recovered from, a FINAL post is allowed by making their Iron Will rolls to attempt staving off death, and depending on the form of injuries sustained, the Operator will survive for a short period longer, become comatose, or, if the roll/rolls fail, they will die. Death is permarenent. Finding an alternate way around is up to the individual.
  171.  
  172. #11: GM's will not push back times for an Operation. Don't make it on time? You're shit out of luck! If you miss an Operation, request in on the next one and you will be given an available slot if possible.
  173.  
  174. #12: only those directly participating in an Operation may host a group call to prevent disasters like those that have occurred in the past. Communication is vital, so to put it shortly: do not interrupt.
  175.  
  176. #13: similarly, the #OiE channels are not to be used for blogposting, external discussions, or anything else. They are ONLY for ingame use. Want to shitpost or share news? Do it elsewhere. This rule will be closely enforced.
  177.  
  178. #14: when a GM states that there is an Operation beginning, those going on it are immediately required to finish their conversations as quickly as possible. Clearing yourself from other conversations (or DLC content!) must be your ONLY priority at that point. Failure to do so may cause those still posting to get "lost" for a while. Don't expect to continue a prior conversation while participating either.
  179.  
  180. #15: if you are stuck and the GM is unable to give any more information, consider the situation, contexts, and the area carefully. It's HARD MODE now people, both Easy and Normal Mode are long since over, thus there will be no more spoilers, hints, tips, or advice. You're on your own now, deal with it.
  181.  
  182. #16: there will be no breaking of the 4th, 5th, and 6th walls. This rule will be closely enforced.
  183.  
  184. #17: THERE WILL BE NO METAGAMING OR POWERGAMING TOLERATED FROM ANY SOURCE.
  185. >METAGAMING is defined as using OR abusing information that is not or would not be available to a particular Operator/NPC, whether by abusing features, abilities, or skills that were not meant for anything other than their intended purposes; taking items from Operators/NPC's that have not been earned, allowed for use, are not capable of being used, and etc.
  186.  
  187. >POWERGAMING is defined as allowing an Operator/NPC to attempt, perform, resolve, or complete actions that they should not be able to; nor use, borrow, ask for, or exploit skills, abilities, or awarded, given, or sold items that are deemed too powerful or too game-breaking for use.
  188.  
  189. >Violators will be warned on the first attempt. They will only be given ONE chance to correct their mistake. After this, they will be severely punished for breaking either of these rules immediately, in the HIGHLY unlikely chance that they aren't permarenently removed at that time.
  190.  
  191. #18: for the purposes of item, weapon, armor, or knowledge advancemarent, ie: using Alchemy, Engineering, or Research, a maximum of 10 responses in a row are allowed, after which a break must be written in. This was previously limited to 3, 5, and 8 posts in a row, which did not properly allow for time constraints nor posting space. Completing more than 10 responses in a row will result in negative effects, effectively simulating one wearing down and burning out from their efforts.
  192.  
  193. #19: have nothing to do? Learn a language or a new skill, build cracker barrels until you have the best damn cracker barrels on Tallus, improve a Tertiary skill.. seriously, do SOMETHING! Don't wait on one specific GM all the time unless you have no other choice. It takes an average of 15-20 minutes per GM post typing at 120 words per minute, and 30-40 minutes for others depending on the response required. Yes, that is correct, do the math.
  194.  
  195. #20: the allowable number of weapons that may be taken on an Operation has been limited to an absolute maximum of 4. You may take a maximum of ONE primary firearm, ONE secondary firearm, and up to two small melee weapons or one standard sized melee weapon. And before asking whether or not an Ally or Companion can or will carry something for you, the answer is an automatic no. This rule is non-negotiable to prevent exploitation. If, however, an Operator infield needs to grab another Operator's weapon or weapons, they're going to be weighed down for it, but is otherwise allowable.
  196.  
  197. #21: anthro shit is not allowed anywhere. Seriously, don't even. This rule will be closely enforced.
  198.  
  199. #22: avoid spoiling anything for, or to, anyone. OPENLY THEORIZING ABOUT ANYTHING RELATED TO #OiE is only allowed on Pare's channel This rule will be closely enforced.
  200.  
  201. #23: similar to above, don't share or spoil your future plans to others, unless you feel it to be absolutely necessary. Leave what should be hidden, hidden.
  202.  
  203. #24: if anyone, for any reason, ever wastes my or one of my GM's time, that person is to be handed down severe penalties. If you are: playing another game at the same time as an Operation is going on, consistently fucking around, doing something else and somehow NOT notifying us that you really aren't available for an Operation, even though you promised to be active by taking a slot on it, you are going on an automatic, permarenent vacation. tl;dr version: you will be instantly removed. Don't fuck around. Really. We all have better shit to do with our time.
  204.  
  205. #25: shitposting other Operators, being a prissy bitch, whining, dramafagging, or other interruptions will not be tolerated. As has been explained before, #OiE is a TEAM-BASED STRATEGIC GAME REVOLVING AROUND FLUFFY MARSHMALLOW EQUINES, HUMANS, AND EVERYTHING BEING DRUNK, STONED, HIGH, OR TRIPPING HALF THE TIME. This, of course, necessitates a modicum of personal contact and rational thought. If this can't be done.. then you are doubly shit out of luck.
  206.  
  207.  
  208. ***************************************************************************************************************************************
  209. RULES FOR HOSTING AN OPERATION: disallowed as there are no more GM slots available.
  210.  
  211. #1: an accepted GM, that is, a GM that has been approved, may at any time offer to host an Operation. It is solely up to the GM to devise the Operation, direct the participating Operators through the Operation, write out the the reactions to the Operators, set up encounters and events, determine the actions of NPC's & events, and so on and so forth.
  212.  
  213. #2: when a GM has stated that he is willing to host an Operation, he may state basic information such as difficulty, the number of Operators needed or wanted, while the relevant Operation giver will state a brief description of the situation, and whatever else said GM feels like writing out. Writing is freeform, so work hard on your Operations, take time and effort to refine and work on the details if you must. This shouldn't suggest that all campaigns need to be epic-tier writing, but be as descriptive and informative as you feel is necessary, depending on the amount of time you have available.
  214.  
  215. #3: once a GM has announced an Operation, it is up to the Operators to offer to take the job, or be assigned if this is a special mission. The Operators, if offered, may then deliberate upon whom will be selected to embark on that Operation WITHOUT THE GM'S INFLUENCE, or the GM may ask for individuals to roll for the opportunity if the Operators cannot agree upon whom will go. Operations are played in turns which are started, and ended, by the GM, as indicated by the GM using Post #1/2 and then Post #2/2 after all Operators have performed their actions.
  216.  
  217.  
  218.  
  219. ***************************************************************************************************************************************
  220. CHARACTER UPGRADES:
  221.  
  222. >HP: hit points or health, what have you, HP is a simple indicator of how much maximum harm one can take in combat. Operators start with 10HP and may not start with any less, unless special circumstances dictate otherwise. After an Operation has concluded or a new night cycle has begun, an Operator may spend 1XP to gain +2 MaxHP, up to a limit of 20HP. From that point onwards, an Operator may spend 2XP to gain +2 MaxHP, capping at 30HP. Kraut's excellent cooking has had great effect on the Operators as a whole, greatly increasing their potential vitality and natural durability.
  223.  
  224. >XP: all Operators begin with 5XP free and available when they begin their character, excluding the seven Standard Skills that a Human is required to have upon joining.
  225.  
  226. >REQUIRED HUMAN SKILLS.
  227. -All Humans automatically begin with these Defensive skills: Basic Block, Basic Evasion, Basic Speed, Basic Sprint.
  228. -All Humans automatically begin with these Offensive skills: Basic Assault, Basic Parry, Basic Riposte.
  229.  
  230. >SKILLS: all Skills cost 1XP to buy at Basic, Expert skills cost 2XP, Master skills cost 3XP, and Grandmaster skills cost [REDACTED] XP. An Operator may only upgrade a Standard Skill after an Operation or during a new night cycle, however, an Operator may only upgrade each skill one rank, though there is no limit on how marely skills may be upgraded at one time. In addition to this, an Operator may have a maximum of three Grandmaster skills, including Uniques.
  231.  
  232. -The total number of Standard Skills is hard capped at 20, meaning that a Human arrives with the 5 required and may obtain a total of 15 more.
  233.  
  234. -STANDARD SKILLS may no longer be exchanged. If an Operator decides to remove a Standard Skill, all XP used to purchase that skill will be permarenently lost.
  235.  
  236. >UNIQUE SKILLS are just that: unique, exemplary facets or abilities that a particular individual has. By their nature, Uniques must be visibly different and viable, and must be well thought out before being allowed. As well, Uniques may no longer be exchanged; if an Operator decides one of their Uniques no longer fits or is viable, all XP used to purchase that skill will be permarenently lost.
  237.  
  238.  
  239. ***************************************************************************************************************************************
  240. ROLLING DICE:
  241. All standard rolls are performed using the [1d6] dice system, with additional modifiers and rolls depending on rank of skills, bonuses from armor, weaponry, enchantmarents, and misc. equipmarent. In combat, all roll results are reduced by 2 unless otherwise indicated, while out of combat or non-combat rolls function normally. Additional modifiers ONLY affect the chance of success, while the base roll result or cumulative base results are taken into effect for each action.
  242.  
  243. Rolling a 1 out of combat without modifiers is designated as a critical failure, which will lead to any number of catastrophes, disasters, or incredibly hilarious situations, while in combat rolling the same can lead to dropping a weapon, crashing into a tree, setting yourself on fire with a lit match, or any other bad (and most likely amusing) results.
  244.  
  245. Rolling a 2 out of combat without modifiers is either a neutral result or may be ignored depending on numerous factors, while rolling the same in combat is a complete miss.
  246.  
  247. Rolling a 3 out of combat is judged as a slight success, such as gaining a small amount of interest from an NPC, while rolling the same in combat is considered a graze.
  248.  
  249. Rolling a 4 out of combat is considered a moderate success, while rolling the same in combat is considered a winging hit.
  250.  
  251. Rolling a 5 out of combat is considered a high success, while rolling the same in combat is considered a near-direct hit.
  252.  
  253. Rolling a 6 out of combat is considered a perfect success, while rolling the same in combat is considered a direct hit, and may cause additional effects depending solely on GM determined circumstances.
  254.  
  255. As you can see, the higher the roll, the better the end result.
  256.  
  257.  
  258. *****
  259. ROLLING DICE FOR PRIMARY SKILLS:
  260. An Untrained skill allows you to roll:                 [1d6] <Untrained Skillname
  261. Basic skills allow you to roll:                [1d6]   [1d6] <Basic SkillName
  262. Expert skills allow you to roll:               [1d6]   [1d6]   [1d6] <Expert SkillName
  263. Master skills allow you to roll:                       [1d6]   [1d6]   [1d6]   [1d6] <Master SkillName
  264. -LOCKED: Grandmaster.
  265.  
  266. -NOTE #1: all rolls and modifiers for a Grandmaster skill is added on top of ALL other modifiers. An Operator may ONLY have 1 standard Grandmaster skill. NOTE that additional skills from a Shared Ability or Trait DO NOT count towards this limit.
  267.  
  268. -NOTE #2: all Grandmaster skill information, including the requisite upgrade options, will be listed under their originating skill when they become available.
  269.  
  270.  
  271. EXAMPLE text of an Operator using an Untrained Movemarent roll, Basic Small Arms at Point Blank range, and with Heavy armor:
  272.  
  273. >The damned spider was hard to hit, and seemed about as sturdy as my trauma plate. I was getting tired, but it couldn't be helped. Performing a rather shallow combat roll under it, I was greeted with yet another frantic hammering as it's sharpened legs partially pierce the plate on my chest.
  274. [1d6-1] <2DR H.Suit Evade
  275. >Jacking the revolver into my hand, I took aim at it's disgustingly bright yellow body and squeezed the trigger twice because, let's face it, at this range how can I miss?
  276. [1d6+3] <Basic Small Arms + Point Blank
  277. [1d6+3]
  278.  
  279.  
  280. *****
  281. SKILL USES:
  282. -Once a GM has posted what occurred on the last turn, at the start of your turn you are able to use any of your Standard or Unique skills, whether attempting to gain Ambush tokens while in Stealth, combining Melee or Ranged attacks, performing Medical actions to heal others, using Engineering, along with your FREE TO USE AT ANY TIME Movemarent roll, or ANY OTHER Untrained skill rolls, or higher ranks if available at the start of your turn. Iron Will and Perception, whether Untrained or higher, may be used at any time unless otherwise noted If you are targeted, ALWAYS try to Block or Evade damage regardless of your skill's rank.
  283.  
  284. SKILL EXCLUSIONS:
  285. -Ambush and Stealth cannot be used in combat unless an Operator has an Auto-Stealth or Auto-Ambush capability.
  286.  
  287. -Melee cannot be used when one is out of technical range, ie: if your opponent is 3M away and you do not have a polearm, it's likely that you're going to miss your attack(s). Thrown weapons or items do not count against this.
  288.  
  289. -Dual wielding is not allowed, ie: Combat Rifles cannot be used with a Shotgun. In essence, dual wielding is much the same as it is in real life: inaccurate as shit and doesn't work unless one has specifically trained in doing so for marely years. In short, don't expect to be Rambo. Battle Rifles, Combat Rifles, Shotguns, SMG's, etcetera, are all considered primary weaponry and as such only one main weapon may be used at a time.
  290.  
  291. -NOTE #1: actions take place in the order that they are written! This means that if an Operator attempts to use Reaction Speed after Melee attacking a target, they've just fucked up because they most likely aren't close enough to hit. In #OiE rule terms: semarentics & timing matter. Actions may be performed in any order, however, an Operator may only Block or Evade damage, or switch to another weapon, if they are using a Battle Rifle, Combat Rifle, Shotgun/Heavy Shotgun, or a Heavy Weapon in close range. Obviously, weapons with bayonets are excluded from this.
  292.  
  293. -NOTE #2: ACTIONS IN POST. Operators are limited to 1 In-Character post consisting of all actions, dice rolls, and dialogue each turn. After Operators have posted their actions, the GM will make a response with reactions and descriptions of what happened after player influenced something. If the action that player attempts to perform requires the use of dice, he must roll based on his requisite skills, with additional dice and/or modifiers if they have any, to determine the result of his attempt.
  294.  
  295.  
  296. ***************************************************************************************************************************************
  297. ENCHANTMARENTS: specialized effects that may be transferred from items, weapons, or armor to an Operator's own body. There is an absolute maximum of 3 enchantmarent slots allowed on an Operator, with ONE of those slots that may be utilized for 2 of the exact same type, or very similar effects. Powerful enchantmarents may take up 2 or even 3 slots, so plan what you want to have accordingly.
  298.  
  299. Example enchantmarents taking up 2 slots:
  300. -Armor Charm, 2x: provides a natural +2DR. 1-Slot enchantmarent.
  301. -Lifeshade Bulb: adds +1 to all Speed rolls. 1-Slot enchantmarent.
  302.  
  303. Example enchantmarents taking up 3 slots:
  304. -Captain's Sigil: adds +1 to all Negotiation rolls. 1-Slot enchantmarent.
  305. -Young Kraken: adds +1 to all Assault & Sprint rolls, gains +1HP/turn. 2-Slot enchantmarent.
  306.  
  307.  
  308. *****
  309. ELEMARENTS: Elemarents are melee weapon only enchantmarents used in combat for additional damage and/or effects. Certain Elemarental or non-Elemarental abilities have subtypes, a category of different effects, or secondary effects that only become present when specific circumstances occur, or when conditions are absolutely proper.
  310.  
  311. COMMON OFFENSIVE ELEMARENTAL ENCHANTMARENTS:
  312. -Air: creates pressurized, penetrating or slashing blasts of air that may stagger or wind an opponent with a small chance of causing kinetic trauma. Highly difficult to block or evade due to it's extreme speed. Extremely effective against fragile targets, particularly effective against unarmored targets, but does little against armored, Spectral, or Undead beings.
  313.  
  314. -Earth: increases the weapon's natural weight, delivers shards or chunks of stone, or causes localized shockwaves that may stagger or Stun an opponent, often causing kinetic trauma, and can severely damage armor or weapons. Particularly effective against slow, armored, fragile, and Undead targets, but does little against Spectral beings.
  315.  
  316. -Ethereal: a unique Crystal Rune based offensive effect, dissimilar to most all enchantmarents, that breaches the spectrum between the Ethereal Plane and Tallus, causing extensive non-Elemarental fracturing of a target's body, armor, or weaponry. Causes double damage to Otherworldly, non-Ethereal Planar, Spectral, and Undead beings, but does little against Elemarental beings.
  317.  
  318. -Fire: forms varying scaled fiery effects on a weapon, may cause additional burns over time, damage and ruin armor, and can set objects ablaze or melt them. Particularly effective against unarmored, lightly armored, and living targets, but does little against Spectral or Undead beings.
  319.  
  320. -Force: acts and functions similarly to psychokinetic shockwaves or other means, instead utilizing arcane gravitational alignmarent and pull. May heavily stun an opponent, and can be used to move, shove, or destroy objects. Extremely effective against living and fragile targets, but does little against Elemarental and Spectral beings.
  321.  
  322. -Ice: may slow down an enemy, cause frostbite or freezer burn-like effects, significantly weaken parts of an enemy's body or armor, and can be used to freeze objects. Particularly effective against unarmored or heavily armored targets, but does little against Spectral and other non-corporeal beings.
  323.  
  324. -Lightning: may be used to disrupt arcane artifacts, damage wards or shields, and stun opponents. A melee weapon with an offensive Lightning enchantmarent can be used to stun an enemy using Tazer rules, and may also be used without dealing damage by simply touching the target and activating the elemarent; after being stunned, or failing to be stunned, the target will be immune for 3 rounds. Particularly effective against living beings and Planar Constructs, but does little against Spectral or Undead beings.
  325.  
  326. -Poison: recipients of poison may become sickened, lose some of their physical abilities, and become more suceptible to other forms of harm depending on the specific poison. Typical poisons deals their damage on the following turn after being struck, while Lethal or Mystic poisons deal their damage on the same turn. Poison is extremely effective against living beings, but does nothing against Ethereal or Void beings, Planar Constructs, Spectrals, and Undead beings.
  327. >SUBTYPE: Acid. Acid is intended to weaken and damage armor or weapons, and as such causes additional damage to very soft or hardened targets. Extremely effective against all living targets, but does nothing or little against incorporeal and Spectral beings.
  328.  
  329. -Void: may cause random forms of harm, disintegrate body parts, and can severely damage to armor and weaponry. Deals excessive additional harm to fragile and non-Void beings. Highly effective against all living and non-living beings, does not effect Void based creatures, and has been noted to cause beneficial effects on beings from the Vortex plane.
  330. >SUBTYPE: Shadow. A weaker form of Void that causes instant harm to an affected area, most often in the form of physically fracturing the target. Effective against all living and non-living beings, but has great difficulty overcoming heavy armor.
  331.  
  332. -Water: may slow down an enemy from additional weight, cause kinetic trauma, or put out physical fire; if mystical water then that may put out mystic-based flame effects. Moderately effective against all targets, but does little against Eldritch, Spectral, or Undead beings.
  333.  
  334. -NOTE #1: attacking an Elemarental being with it's opposing Elemarent deals either DOUBLE, TRIPLE, or QUADRUPLE damage depending on the enemy's size, resistance, and other factors. Operators and NPC's may also activate Elemarental effects of a weapon, without actively harming a target, to intimidate oppositely aligned Elemarental opponents, create ligt, cool oneself down, etc.
  335.  
  336. -NOTE #2: when attacking with an elemarentally enchanted melee weapon, an Operator or NPC may choose to NOT utilize the Elemarent, if they would prefer.
  337.  
  338. -NOTE #3: offensive Elemarental or non-Elemarental enchantmarets, abilities, or attacks may ONLY gain additional bonuses from Dante's Unique 'Fire On My Target' or using Marker, an alchemical debuffing item.
  339.  
  340. *****
  341. >STANDARD PERSONAL ENCHANTMARENTS: passive, reactive, or standard effect based enchantmarents are used to improve the protection of armor and equipmarent, allowing an Operator additional abilities that they are not capable of performing themselves, such as granting Elemarental resistances, limited float capacity, automatic defensive abilities, and much more.
  342.  
  343. -Float: a variable strength enchantmarent that reduces or nullifies the weight of it's bearer, allowing one to remain a certain distance above solid objects and ground with a potential chance for limited directional and controlled flight depending on speed and strength of the enchantmarent. May provide Defensive skill or Stealth bonuses if the enchantmarent is performed by a Grandmaster ranked Caster, or a Crystal pony ranked Superior or higher.
  344.  
  345. -Slowfall: an enchantmarent that slows one's velocity from falling with marental commarend, and will automatically stop it's bearer from crashing into solid objects, ground, or floors. This effect cannot be overridden and will always prevent a crash landing, though damage may still be caused if falling from a great height.
  346.  
  347.  
  348. ***************************************************************************************************************************************
  349. ARMOR SYSTEM. How armor works is this: each point of DR (Damage Reduction) reduces physical damage taken, by the wearer, by 1 per attack's roll. This does not apply to certain Elemarents, Eldritch, Otherworldly, Spectral, or other forms of damage that nullify or negate physical protection.
  350.  
  351. *All Unarmored Operators, that is, an Operator whom has either no armor or very light armor, gains +1 to all Evasion, Reaction Speed, or Sprint rolls from being unhindered and thus unconstrained.
  352.  
  353. *Armored Vests, Light Bodysuits, and Light Armor may provide from 1DR to 3DR (Damage Reduction), and have no penalty to Movemarent rolls. Unmodified Heavy Suits and Heavy Armor may provide from 2DR 4DR, and have a -1 penalty to Movemarent rolls. Unique armor may confer other bonuses or negatives depending on what was used to create it or enchantmarents added.
  354.  
  355.  
  356. EXAMPLE:
  357. OperatorA attacks OperatorB. OperatorA rolls a 3 and 5 using Basic Shotguns, adding the +2 hidden damage bonus. OperatorB cannot defend, but is wearing a 2DR Heavy Armor. OperatorA's rolls are reduced by -2 due to the combat roll reduction, and OperatorB's armor absorbs 2 damage per attack, thus OperatorB takes a total of 3 HP damage.
  358.  
  359.  
  360. ***************************************************************************************************************************************
  361. SKILL SPECIALIZATIONS: Skill Specializations are small bonuses added to Standard Skills. They may be acquired or conferred through training with allies that have VETERAN or ELITE ranked skills, a Companion or NPC with the Savant Quirk, in-depth research at a Library, or insight gained from allied Eldritch beings. An Operator may gain a maximum of +1 to their Standard Skills, and may not exceed this cap for any reason.
  362.  
  363. NOTE #1: if an Operator is at Elite status (71XP or more) and has a Master ranked Standard Skill, they may teach their Specialization to another Operator, but they cannot exceed the teaching capacity of +1.
  364.  
  365. NOTE #2: there is a maximum of 20 Skill Specializations allowed. 15 of these may be applied to any Standard Skills, the other 5 are meant to be specialized to deal with specific situations or opponents.
  366.  
  367. >WORK IN PROGRESS!!! The number of specializatiosn are likely to undergo drastic increases or decreases in the future. Certain limits are somewhat constraining in comparison to marely of the challenges that have been faced in the past, thus these numbers will fluctuate depending on marely factors as a part of playing.
  368.  
  369.  
  370. ***************************************************************************************************************************************
  371. >SPECIALTY SKILLS. Whether an off-and-on college student, an unfunded side-project researcher, a not-so-armchair tactician, an unlicensed electrician, electronic gurus, robotics tinkerer, mechanical liaison, these interests and more tend to define certain Operators, either due to their profession or simply using their spare time in an interesting fashion. As the majority of information, techniques, and working skills brought with an Operator is all that they may ever have available, it has become prudent to collect and collate human knowledge in order to adapt to Tallus' subtle differences, particularly when it comes to the physical sciences. Since most Operators understand the basics of Tallus' uniquely long and large scale histories, some have consumed enough knowledge to progress beyond their original interests, becoming adequate substitutes and functioning in place of, or possibly even matching, marely of the dedicated long term faction members they've come into contact with, taking on vital or just plain missing roles due to the small number of humans making up Razorback Company. Due to the broad, near endless wealths of knowledge open to humans, it has become quite easy to safely experimarent in absentia.. whether or not that's a good thing is up for debate.
  372.  
  373. *****
  374. >LORE: an Operator may choose a maximum of three possible Lores to learn. Each Lore is an individual's accumulated knowledge of a specific subject, whether information on a Faction, a particular species, or a barely known being that has been recorded enough to have, at the least, a vague idea of what it is.
  375.  
  376. LORE RULES:
  377. -The result of rolling for Lore knowledge on a subject or science indicates the TOTAL number of important details, facts, or specific pieces of information available to an Operator at the time. In effect, this is played out as an Operator searching their memory for relevant information and known data or factors.
  378. -the use of a Lore IS allowed in conjunction with a Trade Skill.
  379. -a Lore may only be allowed ONCE per Operation during combat; attempting to use a Lore during combat after the first will result in the Operator being distracted for the turn and likely suffering injuries. Or death. Death usually isn't what an Operator wants. Just don't do this. Please? Okay, good, thank you.
  380.  
  381. EXAMPLE: if an Operator has Lore: Tallus Earth Ponies, they will also be able to perform that Lore when attempting to recall information about the associated factions, countries, and city states that earth ponies are heavily involved with, or has a well known number of them. This rule is not entirely inclusionary as specific pieces of information, for example: cultural attitudes about what color is considered the cutest between mares of one city distant from another, may differ greatly.
  382.  
  383. *****
  384. >AVAILABLE LORE OPTIONS:
  385.  
  386. *FACTIONS: all known factions lifted in the Hoofbook that an individual has logical access to or knowledge of.
  387.  
  388. *SPECIES:
  389. #1: Tallus Ponies including but not limited to Batponies, Changelings, Crystal ponies, Earth ponies, Pegasi, Saddle Arabians, and Unicorns.
  390. #2: Exotic Tallus Inhabitants including but not limited to Drakes, Gryphons, Rams, Tallus Basilisks, Tallus Harpies, etc.
  391. #3: Otherworldly beings, e.g.: Alicorns, Dragons, Eyes, Minotaurs, Planar Harpies, etc.
  392. #4: Planar Realms, e.g: Dominion, Ethereal, The Rift (Construct inhabited), Vortex, etc.
  393. #5: Spectral beings.
  394. #6: Undead.
  395.  
  396. -NOTE: if an Operator desires to have a Lore that is not listed here, it will mostly likely be allowed if it makes sense in context.
  397.  
  398. *****
  399. LORE TITLES, XP COST, & ASSOCIATED ROLLS:
  400. -Amateur: costs 1XP. Allows a [1d2] roll.
  401. -Neophyte: costs 1XP. Allows a [1d2+1] roll.
  402. -Secuphyte: costs 2XP. Allows a [1d3+1 roll.
  403. -Neraphyte: costs 3XP. Allows a [1d3+2] roll.
  404.  
  405.  
  406. ***************************************************************************************************************************************
  407. >TRADE SKILLS: an Operator may choose a maximum of two Trade Skills to learn. Trade Skills are typically high level cumulative disciplines requiring multiple years of study to understand and attempt to improve on one's basic, working knowledge of a subject.
  408.  
  409. *****
  410. >AVAILABLE TRADE SKILL OPTIONS:
  411. -Alchemy: self-explanatory.
  412.  
  413. -AstroMeteorology: a combined disciple of both Astronomy & Meteorology on Tallus. Highly common and adored due to sheer amusemarent value, only Colleges with enough unicorns are able to this discipline. May be used with maps, GPS systems, and the like to confirm one's location or intended destination. Also useful for calculating weather conditions, high-orbit trajectories, the Alicorn Phase Cycles, predicting the movemarents of [REDACTED] and [REDACTED] [REDACTED], the use of [REDACTED], or for when a Sorceror needs to guide a meteor down onto Tallus.
  414.  
  415. -Biology: self-explanatory.
  416.  
  417. -Chemistry: self-explanatory.
  418.  
  419. -Ecology: may be used alongside Wilderness Survival to determine the relative prospects of an area. Useful for establishing flora and fauna relationships in an ecology, as well as likely harvestables in a region.
  420.  
  421. -Engineering: self-explanatory.
  422.  
  423. -Geology: may be used when Mining for additional aid in determining nearby ore or other valuable deposits. Useful for increasing one's output for Mining, or for swinging Mining related weapons at a stubborn enemy.
  424.  
  425. -Tactics: can only be used in conjunction with Leadership. Useful in determining viable long term strategies or pinpointing the precise location of an attack, ambush, siege, and other forms of warfare activity.
  426.  
  427. -Thermodynamics: self-explanatory.
  428.  
  429. -Research: self-explanatory.
  430.  
  431. *****
  432. TRADE SKILL TITLES, XP COST, & ASSOCIATED ROLLS:
  433. -Amateur:     costs 1XP. Allows a  [1d6] roll.
  434. -Apprentice:  costs 1XP. Allows 2  [1d6] rolls.
  435. -Pupil:       costs 1XP. Allows 2x  [1d6+1] rolls.
  436. -Observer:    costs 2XP. Allows 2x  [1d6+2] rolls.
  437. -Junior:      costs 2XP. Allows 2x  [1d6+3] roll.
  438. -Adept:       costs 2XP. Allows 3x [1d6+3] rolls.
  439. -Proficient:  costs 3XP. Allows 3x [1d6+4] rolls.
  440. -Senior:      costs 3XP. Allows 4x [1d6+4] rolls.
  441. -Graduate:    costs 4XP. Allows 4x [1d6+5] rolls.
  442. -Teacher:     costs 5XP. Allows 5x [1d6+6] rolls.
  443.  
  444.  
  445. ***************************************************************************************************************************************
  446.  
  447. *****
  448. >LIMITATIONS ON UTILITY SKILLS:
  449. *Only 1 of the following may be used each turn:
  450. -Alchemy and Medical may be used together during one's turn, but they cannot utilize any Offensive or Ranged skills, and are only allowed to Block.
  451. -Engineering and Explosives cannot be used together as each requires total concentration. Depending on the complexity of the task, one may be allowed to Block.
  452. -Engineering and Thievery can be combined to increase cumulative potential successes on a task but only if the action makes sense; for example an Operator cannot place a trap, then attempt to create another during that turn.
  453.  
  454.  
  455. *****
  456. EXCLUDING certain Energy Weapons, single-shot and sniping weapons, and some other unique weaponry, the NUMBER of rolls used is directly equal to the number of shots made during that turn. For example, if an Operator is using Basic Small Arms with a revolver, this means that his 2 rolls are considered to be taking 2 shots, or performing 2 bursts from a submachine gun (SMG). The same applies to most other forms of weaponry as well. Attacks from a Battle Rifle, Anti-Tank Destroyer, Grenade/Rocket/Missile Launcher, and others are defined by an Operator improving their talent for landing more accurate and damaging hits on targets.
  457.  
  458. RELOADING: see Movemarent for more details.
  459.  
  460.  
  461. ***************************************************************************************************************************************
  462. MASTER LIST OF OFFENSIVE SKILLS: all damage causing combat skills are hereby known as Offensive Skills. Excluding Ambush or Combined Arms, only one offensive skill may be used each turn; this limitation include Unique skills.
  463.  
  464. *****
  465. >SPECIAL RULE: PUT HIM DOWN! Any Operator whom turns against Companions, Allies, another Operator, non-combatants, loses his mind, acts in an insane fashion, or is seen willingly damaging Razorback's Reputation may be targeted with an automatic, flat +2 bonus to all Offensive and Ranged weapon rolls, ONLY if using non-lethal or less-than-lethal force, such as aiming for an offender's legs or arms. Upon a result of 6 or higher, the targeted Operator suffers a -2 penalty to ALL rolls. Humans are long since used to fighting humans, after all...
  466.  
  467. *If an Operator chooses to use lethal force against another Operatr during an Operation, this bonus instead becomes a flat +1 bonus to all Offensive and Ranged Weapon rolls.
  468.  
  469. *****
  470. >LIMITATIONS ON OFFENSIVE SKILLS
  471. *Only 1 of the following may be used each turn:
  472. -Archery
  473. -Energy Weapons, whether Light or Heavy
  474. -Ranged Weapons, whether Combat Rifles, Shotguns, Light Machine Guns or Heavy Machine Guns, Grenade/Rocket/Missile Launchers, other Heavy Weapons, or mounted weaponry
  475. -Tasers
  476.  
  477. *Melee weapons and Small Arms may be used together, see the Combined Arms section below for complete details.
  478.  
  479. *AMBUSH may be used at any time when not in direct combat.
  480.  
  481. *INTIMIDATION may be used at any time, whether before or during combat.
  482.  
  483.  
  484. ***************************************************************************************************************************************
  485. -AMBUSH: upon rolling Ambush and achieving a 6 or higher, an Operator gains 1 Ambush token. These tokens stack up to a maximum of 2 for Basic Ambush, 3 for Expert Ambush, and 4 for Master Ambush. Once an Ambush token is stacked, each may only be used as an additional dice rolls for Explosive, Melee, Ranged, or certain Unique offensive abilities. ON YOUR OPENING ROUND OF COMBAT, you MUST use the saved Ambush tokens for extra attacks on your opening turn! Failing to use them on the opening turn means you will lose all of your Ambush tokens, and you may not attempt to roll for extra Ambush tokens during an Operation once combat begins, unless otherwise noted. All normal modifiers that would be applied to Explosives, Melee, Ranged, or other offensive skills are added as per normal.
  486.  
  487. HOW AMBUSH TOKENS WORK: add ALL +X modifiers that you would normally use on your Explosives, Melee, Ranged, or Unique rolls, as Ambush tokens are simply an additional attack. Once you use up stored Ambush tokens, they are gone, so plan your actions WISELY! When rolling more than regular dice, you must hit at least 6 on your roll, thus: If you have [1d6+1] <Ambush, you must still roll a 6 or higher to gain a token.
  488.  
  489. Example of an Operator rolling Basic Ambush, and gaining 1 Ambush token as a result of a critical:
  490. [1d6: 1] <Basic Ambush
  491. [1d6: 6]
  492.  
  493. Example of an Operator with a +2 modifier weapon, +2 to Melee rolls from <Leadership, AND using their Charge roll along with 2 Ambush tokens:
  494. [1d6+4] <Basic Melee
  495. [1d6+4]
  496. [1d6+4] <Basic Ambush: Melee
  497. [1d6+4]
  498. [1d6+5] <Charge
  499.  
  500.  
  501. ***************************************************************************************************************************************
  502. >ARCHERY: combines the usage of all forms of bows, e.g.: shortbows, longbows, compound bows, great bows, and the myriad forms of crossbows. Causes an additional +2 damage per roll upon landing a hit and inflicts Bleeding status on a max critical, but must be reloaded/drawn after every arrow or bolt is loosed. If an Operator DOES NOT have both Expert Archery and Expert Movemarent, they must sacrifice their Movemarent roll to reload their bow or crossbow. Upon encountering a heavily armored target, one may want to switch weapons as crossbow bolts and arrows are limited in number that an Operator can carry, and may not provide sufficient penetration on said targets.
  503.  
  504. -Standard arrows & bolts may be improved or enhanced up to +2, but may not have an Elemarental attack.
  505.  
  506. -Custom arrows & bolts may be enchanted and enhanced up to +4, may carry an Elemarental attack, and may have improved Armor Pierce (DR penetration/negation) qualities depending on the materials used.
  507.  
  508. >VITAL SHOT: similar to the Steadying rule for Battle Rifles, an Operator with Basic Archery may spend a turn focusing on a specific weakness, whether suspected or confirmed, a specific bodily part, or vital organ, and upon the next turn loose their arrow/bolt with a bonus of +3 to all Archery rolls. As with Steadying, an Operators may fire and move then focus, or move and fire then focus, as they must remain mostly still or they will not be able to perform a Vital Shot.
  509.  
  510.  
  511. ***************************************************************************************************************************************
  512. ENERGY WEAPONS: the proper and effective use of non-traditional weaponry using projected particulate or energy systems, such as chemical, electrical, or focal-point lasers, plasma, particle projection weaponry, and more. Each specific weapon has their own modifiers & attributes, and can ONLY be used effectively by the specific Operator they came with or were summoned by.
  513.  
  514. NOTE that Energy Weapons are divided into two types: Light, which comprises anything smaller than what would typically be equivalent to a rifle, and Heavy, which comprises anything larger than a rifle.
  515.  
  516. *****
  517. -LASER: a tightly focused coherent beam of light, amplified by any number and type of radioactive emissions, formed from an electrical current passing through a positive wavelength conductive medium such as: semiconductors, superconductors, rare earth crystals (or even synthetic variants), specially designed ion-chemical glass, active gases or metallic vapors, metallic or crystalline liquids, through an optical matrix consisting of two mirrors, with one partially transparent to allow a stable energy 'beam' to function as a partially lossless weapon. Chemical lasers rely on chemical reactions instead of radiation amplified emissions, while focal-point lasers are simply multiple extreme density light wavelength sources powered by a self-contained energy source that are focused together from a single 1 degree, or less, angle.
  518.  
  519. -NOTE: all laser weaponry creates uniquely cauterized wounds that are unmistakable to even the most non-discerning eye.
  520.  
  521. LASER WEAPON CLASSES:
  522. -Pistol:       ignores 1DR.
  523. -Rifle:        ignores 1DR and causes an additional +1 damage per roll that lands.
  524. -ANTI-TANK:    ignores 2DR and causes an additional +2 damage per roll that lands.
  525. -CANNON-CLASS: ignores 3DR and causes an additional +3 damage per roll that lands.
  526.  
  527.  
  528. *****
  529. >PARTICLE PROJECTION: an extraordinarily costly and difficult to maintain form of semi-energy weaponry that expels a stream of focused protons, ions, or relativistic molecules in sequence from a heavily shielded electromagnetic chamber through a hyper-conducting barrel, typically meant for defeating exceptionally thick or advanced armor. The stream of charged particulates is able to punch through armor with ease, though for their size, weight, complexity, and reliability issues, they tend to do slightly less damage than other energy weapons. Large scale portable particle projection systems usually weigh upwards of 100 pounds for shoulder-mounted anti-tank versions, and are very limited in the number of firing cycles they can achieve. Smaller pistol and rifle particle projection weapons are slightly more powerful and longer ranged than traditional weaponry, yet have fewer charges available for use.
  530.  
  531. -Note: particle projection weaponry may also cause erratic electrical fluctuations against technological targets on max criticals, causing additional heat buildup, flash-burning processing chips, melting or slagging metallic components, and other miscellaneous reactions.
  532.  
  533. PARTICLE PROJECTION CLASSES:
  534. -Pistol:       ignores 2DR & causes an additional +1 damage per roll that lands.
  535. -RIFLE:        ignores 4DR & causes an additional +2 damage per roll that lands.
  536. -ANTI-TANK:    ignores 6DR & causes an additional +3 damage per roll that lands.
  537. -CANNON-CLASS: ignores 8DR & causes an additional +4 damage per roll that lands.
  538.  
  539.  
  540. *****
  541. >PLASMA: plasma weapons deliver a semi-contained or contained super-heated substance of varying coloration, typically disposable materials, through a superconducting barrel via an electromagnetic propulsion ejection system. Most weapons of this type have some form of integral internal shielding to prevent a pinch-bottle reaction from forming and subsequently detonating, though prototype and early models on human worlds tend to be overlooked when it comes to safety standards or requiremarents. Most of a plasma weapon's weight is taken up by smaller, heavy components, and 'ammunition', such as it is, can be relatively lightweight and virtually limitless (glass, sand, small rocks, etc.), thus weapons of this type tend to use fiberglass, plastic, or synthetic stocks & parts to lighten overall weight as they require little maintenance and can be cheaply or easily replaced. Larger variants of plasma weaponry often weigh much the same as similarly styled combat rifles, while shoulder-mounted and anti-tank variants tend to be considerably heavier than traditional weapons.
  542.  
  543. -Note: plasma weapons typically deal double damage against armor and weaponry quicker than other energy weapons, but often fail, misfire, overheat, or explode on base results of 1.
  544.  
  545. PLASMA WEAPON CLASSES:
  546. -PISTOL:       causes an additional +2 thermal damage per roll that lands.
  547. -RIFLE:        causes an additional +4 thermal damage per roll that lands.
  548. -ANTI-TANK:    causes an additional +6 thermal damage per roll that lands.
  549. -CANNON-CLASS: causes an additional +8 thermal damage per roll that lands.
  550.  
  551.  
  552. ***************************************************************************************************************************************
  553. >CLOSE RANGE OFFENSIVE SKILLS: a widely used trio that encompass the proper and effective use of one's fists and melee weaponry.
  554.  
  555. *Close Combat Weapon Classes:
  556. -Light Weapons: a rock, knives, daggers, wooden clubs, lock in a sock, etc. Anything that doesn't weigh much and can be easily used without much training. All Light melee weapons cause an additional +1 damage per roll upon landing a hit.
  557.  
  558. -One-Handed Weapons: hammers, axes, machetes, short swords, entrenching shovels, etc. Anything that requires some skill to use due to higher weight and length, also including precision assassination weapons. All One-Handed Weapons cause an additional +2 damage per roll upon landing a hit.
  559.  
  560. -Two-Handed Weapons: polearms, greatswords, sledgehammers, double headed combat axes, etc. Anything that usually weighs more than 4 pounds, requiring significant skill to use due to longer length and precision. All Two-Handed Weapons cause an additional +3 damage per roll upon landing a hit.
  561.  
  562.  
  563. *****
  564. >ASSAULT: the standard usage, Assault signifies the use of melee weaponry, fists, boots, or even one's own skull at absolute minimum, to: stab an opponent, use a hammer to smash a sculpture, kick down a door, tear open a tough kevlar bag of Cheetos, shatter bricks with one's asscheeks, and other such physical requiremarents. Assault may be used against single OR multiple targets, but unless directly aiming for the target's weapons, shield, or specific points of armor, does not provide any defensive capabilities.
  565.  
  566. THROWN WEAPONRY: when one wants to throw a knife, rock, javelin, pony or whatever else, they must use Assault to do so.
  567.  
  568. THROWN GRENADES: same as above, except  the number of Melee rolls determines how close the grenade lands to the target. The damage and blast/shrapnel radius are set numbers, all of which are listed in I&E. Operators must add +1 to all Assault rolls when throwing a grenade due to Razorback's Improved Demolitions.
  569.  
  570. -MAXIMUM EFFECTIVE THROWING RANGE: effective thrown range of grenades is as follows:
  571. Basic Assault: 30M
  572. Expert Assault: 40M
  573. Master Assault: 50M
  574. Grandmaster Assault: 60M
  575.  
  576. *All Operators may make use of an additional [1d6+1] <Close Range or <Charging roll in addition to their Melee skill. This ability gains all modifiers resulting from a weapon, Leadership bonuses, and any other other modifiers. CHARGING is only applicable if an Operator is.. charging an enemy, while CLOSE RANGE is only applicable in.. close range. Obvious cat is obvious.
  577.  
  578. *Dual wielded and 2-Handed weapons grant an additional [1d6] <Block roll due to their size.
  579.  
  580. *****
  581. >PARRY: when attacked in close combat, this signifies the use of an Operator using all of their Melee rolls to deflect attacks away from themselves. If a defender's total result is higher, then they will have completely avoided harm; in addition to this, all remaining results will automatically be used to negate harm from other attackers.
  582.  
  583. *****
  584. >RIPOSTE: when attacked in melee, this signifies the use of an Operator automatically using all of their Melee rolls to deflect damage onto the attacker. If the Operator's total result is higher, then they deal all leftover damage to the target, mitigated by the target's DR, Block, and Evade result, but only to a specific enemy.
  585.  
  586. -Example of a charging Operator with Basic Melee and using a non-enchanted weapon:
  587. [1d6+1] <Charging
  588. [1d6] <Basic Melee
  589. [1d6]
  590.  
  591. EXAMPLE of an Operator in close range with Basic Melee, a weapon with a +1 Base Modifier, and utilizing a basic enchantmarent:
  592. [1d6+2] <Close Range
  593. [1d6+1] <Basic Melee
  594. [1d6+1]
  595. [1d6] <Fire
  596.  
  597.  
  598. ***************************************************************************************************************************************
  599. >INTIMIDATION: Intimidation is used to damage and destroy an opponent's morale, disrupting their attacks, movemarents, and skill usage via violent physical or vocal displays of aggression, showing off weaponry, or other means. This skill may also be used to interrogate or taunt an opponent with, but must be labelled as <Interrogate or <Taunt rather than <Intimidate.
  600.  
  601. NOTE THAT the highest result is taken into account for either of the three purposes of this skill, and cumulatively stacks over time. Certain enemies, particularly Bosses, are highly resistant to Intimidation or Interrogation, and will require a large amount of cumulative successes in order to affect. Mechano-planar beings can ONLY be effected by combining Engineering with Intimidation.
  602.  
  603. >COMMON RESULTS OF INTIMIDATION:
  604. -1: total failure, enemy may laugh or become angered/enraged.
  605. -2: failure: target will shrug or dismiss what was said/done.
  606. -3: slight success: target will be very slightly worried/concerned/irritated.
  607. -4: minor success: target will be minorly worried/concerned.
  608. -5: partial success: target will be somewhat worried/concerned.
  609. -6: moderate success: target will be reluctant to allow you to continue breathing or consider their options carefully.
  610. -7: good success: target may focus solely on you, change their target to something less difficult to deal with, or consider exiting combat.
  611. -8: solid success: target may lose the use of one of their tertiary or secondary skills, and has a decent chance of leaving combat.
  612. -9: excellent success: target may lose the use of one of their skills, and has a good chance of either leaving combat or becoming shocked.
  613. -10: perfect success: target loses the use of one of their main skills with a decent chance of losing a secondary skill as well, and is automatically stunned via pants shitting terror. Higher results have increasingly worse effects, which the GM will describe.
  614.  
  615. *****
  616. >DEMORALIZE is a high ranking, specialized enemy skill used to incur penalties on an enemy, while also causing the same effects as Intimidate. If subjected to Demoralize, the only possible defense is to counter with Iron Will or Fearless; the highest roll is used to determine if whether or not one takes a reduction to the targeted skill.
  617.  
  618. -Demoralize's primary effect, that being penalizing specific skills, only occurs on a 6 or higher; if a 6 is achieved, a skill will be reduced by -2, and if a 10 is achieved that penalty will become -4.
  619.  
  620. EXAMPLE: Enemy3 uses <Demoralize: Melee and scores a 7 against Operator Team 3, thus if all Operators do not roll higher than 7 on Iron Will to counter this effect, they will suffer a -2 penalty to all Melee rolls.
  621.  
  622.  
  623. ***************************************************************************************************************************************
  624. -RANGED WEAPONRY: the proper and effective use of mechanically and technologically based ranged weapons, designed to keep humans at (relatively) safe distances from their targets. All personally owned Ranged weapons WILL BE DETAILED in the Items & Equipmarent paste.
  625.  
  626. POINT BLANK RANGE: if you are at a close enough range, a GM may indicate that you MUST add +1 to all Ranged rolls on top of all other bonuses.
  627. NOTE: Shotguns & Heavy Shotguns gain +3 to all rolls when at Point Blank.
  628.  
  629.  
  630. *****
  631. >SMALL ARMS: standard, often low pressure, velocity, or grain weight calibers in single or double-action, semi-automatic or submachine gun, aka: SMG, platforms (4.6x30mm, 5.7x28MM, 9x17, 9x19, 10MM, .40 S&W., & etc.): causes an additional +1 damage per roll upon landing a hit.
  632.  
  633. -Spread Fire: an Operator may, once per turn, choose to empty an SMG's magazine onto multiple chosen opponents; the first target will receive the first roll's damage, the second target will receive teh second roll's damage, and so on. This may be performed until an Operator no longer has any full magazines remaining.
  634. -Basic: 2 targets
  635. -Expert: 3 targets
  636. -Master: 4 targets
  637.  
  638.  
  639. *****
  640. MAGNUM SMALL ARMS: heavier, more powerful calibers in revolver, semi-automatic, and submachine gun, aka SMG, platforms. (.327 Magnum, .357 Magnum, 10MM Magnum, .410 Shotshell, .41 Magnum, .44 Magnum, .45ACP, 454 Casull, .460ES, .480 Remington, .50 AE, & etc.): causes an additional +2 damage per roll upon landing a hit, penetrates 1DR on target.
  641.  
  642. >Spread Fire: an Operator may, once per turn, choose to empty a Heavy or Magnum SMG's magazine onto multiple chosen opponents: the first target will receive the first roll's damage, teh second target will receive the second roll's damage, and so on. This may be performed until an Operator no longer has any full magazines.
  643. -Basic: 2 targets
  644. -Expert: 3 targets
  645. -Master: 4 targets
  646.  
  647.  
  648. *****
  649. COMBAT RIFLES, whether carbine or full length, burst mode or fully automatic. (5.45x39MM, 5.56x45MM, 7.62x39MM, 7.62x51MM): causes an additional +2 damage per roll upon landing a hit. Can only be used in concert with Melee if equipped with a bayonet.
  650.  
  651. >Spread Fire: an Operator may, once per turn, choose to empty a Combat Rifle's magazine onto multiple chosen opponents; the first target will receive the first roll's damage, the second target will receive the second roll's damage, and so on. This may be performed until an Operator no longer has any full magazines.
  652. -Basic Combat Rifles: 2 targets
  653. -Expert Combat Rifles: 3 targets
  654. -Master Combat Rifles: 4 targets
  655.  
  656. >Grenade Launcher attachmarents on a Battle Rifle use Explosives rules, only adding +1 to Battle Rifle rolls when launching the grenade.
  657.  
  658. *****
  659. SHOTGUNS, whether single or double-barreled, lever-action, bolt-action, semi-automatic, or automatic. (12, 16, & 20 Gauge): causes an additional +2 damage per roll upon landing a hit. If you are using a shotgun at a range determined to be too far, you must roll at whatever penalty a GM states. Can only be used in concert with Melee if equipped with a bayonet or similar.
  660.  
  661. >SHOCK: on a roll of 10 or greater, incurs a penalty of -2 to all rolls to the targeted enemy the next turn due to high kinetic trauma.
  662.  
  663. *****
  664. HEAVY SHOTGUNS, whether single or double-barreled, lever-action, bolt-action, semi-automatic, or automatic. (6, 8, & 10 Gauge): causes an additional +3 damage per roll upon landing a hit, causes severe kinetic trauma on a base critical. If you are using a Heavy Shotgun at a range determined to be too far, you must roll at whatever penalty a GM states. Can only be used in concert with Melee if equipped with a bayonet.
  665.  
  666. >SHOCK: on a roll of 10 or greater, incurs a penalty of -3 to all rolls to the targeted enemy on the next turn due to severe kinetic trauma.
  667.  
  668.  
  669. *****
  670. HEAVY WEAPONS fall into three different categories, the first being Light Machine Guns (LMG's) & Heavy Machine Guns (HMG's); second are missile, rocket, and grenade launchers; while the third is composed of miscellaneous heavy weapons such as flamethrowers, cryogenic liquid dispensing weaponry, and others that do not fit the first or second definitions. Heavy Weapons cannot be used in concert with Melee.
  671.  
  672. >HEAVY EXPLOSIVE WEAPONRY: an RPG, M79 or M203 grenade launcher, or other similar weapons, can only be reloaded during a turn by sacrificing all Block/Evasion/Reaction Speed/Sprint during that turn.
  673.  
  674. >M72 Law or any other disposable single-use rocket launcher, an M79/M32 and other Grenade Launchers, any of the RPG series (rocket-assisted grenade launchers), or ANY OTHER missile, rocket, or grenade launcher rolls are solely to determine damage caused.
  675.  
  676. >LIGHT MACHINE GUNS (LMG's) & HEAVY MACHINE GUNS (HMG's): (.303 British, 7.62x51, 7.62x54R, etc.): causes an additional +4 damage per roll upon landing a hit. At Basic Heavy Weapons and using an LMG or HMG, an Operator can fire upon 2 targets close together with no penalties, 3 targets at Expert, and 4 targets at Master. LMG's and HMG's cannot be used in concert with Melee.
  677.  
  678. >MOVEMARENT PENALTY: moving during your turn and then attempting to fire upon a target or targets incurs a penalty of -4 to all LMG/HMG rolls. Firing, then moving, remains unchanged
  679.  
  680.  
  681. *****
  682. VULCANS, GATLINGS, & M134: causes an additional +5 damage per roll upon landing a hit. An Operator using this type of weapon cannot attempt to use Evade or Speed and fire in the same turn due to their often immarense weight, and may only attempt to BLOCK damage dealt to said Operator. Heavy Weapons of this type most CERTAINLY cannot be used in concert with Melee.
  683.  
  684. -AN OPERATOR using a Vulcan, Gatling, M134, or similar weapons may fire upon up to 3 targets close together at Basic, 4 targets at Expert, and 5 targets at Master, with no penalties.
  685.  
  686.  
  687. *****
  688. BATTLE RIFLES, whether single or double barreled, lever-action, bolt-action, or semi-automatic. (.25-06, .264, .270, 7.62x51, 7.62x54, .30-06, .308, .300 WinMag, .338, & etc.): causes an additional +3 damage per roll upon landing a hit, penetrates 1DR on target.
  689.  
  690. >NO RECOIL: current Battle Rifles, that is, Battle Rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza to absorb and dissipate the shock from firing said weapon type. However, for a new Operator that has not yet had their weapon serviced, this will still apply a penalty of -1 on all of the NEXT turn's shooting rolls if they choose not to Steady.
  691.  
  692. >SHOCK: A roll of 10 or greater incurs a penalty of -1 to all the targeted enemy's rolls the next turn. Some targets, especially those that are hardened or heavily armored, may be immune to this effect. Can only be used in concert with Melee if equipped with a suitable weapon.
  693.  
  694. >STEADYING: an Operator may skip their current turn in order to Steady their aim, and must take their shot on the next turn with a bonus of +5 to ALL Battle Rifle rolls. Operators may NOT, however: fire and move, then Steady, OR: move and fire, then Steady, as the Operator MUST remain mostly motionless or will not be able to Steady their aim. In short, you are not Hancock, because even he found trying that shit absurdly difficult.
  695.  
  696. EXAMPLE of an Operator using Expert Battle Rifles with a Bipod, and Steadied with current ammunition:
  697. [1d6+8] <Expert Battle Rifle+Steadied+Bipod
  698. [1d6+8]
  699. [1d6+8]
  700.  
  701.  
  702. *****
  703. -Specialized Anti-Personnel Calibers (.300 AAC Blackout, .300 Whisper, .450 Bushmaster, .458 SOCOM, ,50 Alaskan, .50 Beowulf, etc.): ignores 2Dr and causes an additional +4 damage per roll upon landing a hit. Typically short ranged, high penetration and damage calibers used for tough, large, dangerous game.
  704.  
  705. >If used in a Combat Rifle, use Combat Rifle rules; if used in a Battle Rifle, use Battle Rifle rules; if used in an LMG/HMG, use LMG/HMG rules.
  706.  
  707.  
  708. *****
  709. -Specialized Anti-Armor Calibers (.375 & .408 Cheytac, .50BMG, 12.7x82/102MM, etc.): causes an additional +4 damage per roll upon landing a hit, penetrates 2DR on target. Typically long ranged, highly accurate calibers meant for damaging tanks, APC's, aircraft, and the like.
  710.  
  711. >If used in a Combat Rifle, use Combat Rifle rules; if used in a Battle Rifle, use Battle Rifle rules; if used in an HMG, use HMG rules.
  712.  
  713. >SHOCK: a roll of 10 or greater incurs a penalty of -2 to all the targeted enemy's rolls the next turn. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however. Cannot be used in concert with Melee if in a 2-handed platform.
  714.  
  715. >NO RECOIL: current Specialized Battle Rifles, that is, Specialized Battle Rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon modified and serviced, this will still apply a penalty of -1 on all of the NEXT turn's shooting rolls if they choose not to Steady.
  716.  
  717. >STEADYING: an Operator may skip their current turn in order to Steady their aim, and must take their shot on the next turn with a bonus of +5 to ALL Battle Rifle rolls. Operators may NOT, however: fire and move, then Steady, OR: move and fire, then Steady, as the Operator MUST remain mostly motionless or will not be able to Steady their aim. In short, you are not Hancock, because even he found trying that shit absurdly difficult.
  718.  
  719.  
  720. *****
  721. -Light Anti-Tank Cannon-class Calibers (14.5MM, 15MM, 17MM, 20MM, & etc.): causes an additional +5 damage per roll upon landing a hit, penetrates 3DR on target(s). MAY ONLY BE ACQUIRED IN BATTLE RIFLE OR HMG PLATFORMS. Cannot be used in concert with Melee.
  722.  
  723. >STEADYING: if acquired in a Battle Rifle platform, an Operator may skip a turn to Steady their aim, and fire the next turn with bonus of +5 to ALL Ranged rolls of this type. Operators may NOT, however: fire and move, then Steady; or move and fire, then Steady, as the Operator MUST remain mostly motionless or will not be able to Steady their aim.  In short, you are not Hancock, because even he found trying that shit absurdly difficult.
  724.  
  725. >SHOCK: on a roll of 10 or greater, incurs a penalty of -3 to all rolls to the targeted enemy the next turn. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however.
  726.  
  727. >NO RECOIL: current specialized Light Cannon Class Battle Rifles, that is, Cannon Class Rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza, or Kraut, to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon serviced and extensively modified, this will still apply a penalty of -2 on all of the NEXT turn's shooting rolls if they choose not to Steady.
  728.  
  729.  
  730. *****
  731. -Heavy Anti-Tank Cannon-class Calibers (20MM, 23MM, 25MM, 30MM): causes an additional +6 damage per roll upon landing a hit, penetrates 4DR on target(s). MAY ONLY BE ACQUIRED IN BATTLE RIFLE OR HMG PLATFORMS. Cannot be used in concert with Melee.
  732.  
  733. >STEADYING: if acquired in a Battle Rifle platform, an Operator may skip a turn to Steady their aim, and fire the next turn with bonus of +5 to ALL Ranged rolls of this type. Operators may NOT, however: fire and move, then Steady; or move and fire, then Steady, as the Operator MUST remain mostly motionless or will not be able to Steady their aim.  In short, you are not Hancock, because even he found trying that shit absurdly difficult.
  734.  
  735. >SHOCK: on a roll of 10 or greater, incurs a penalty of -4 to all rolls to the targeted enemy the next turn. Some targets, especially those that are hardened or heavily armored, may be immune to this effect however.
  736.  
  737. >NO RECOIL: current specialized Heavy Cannon Class Battle Rifles, that is, Cannon Class Rifles in possession of Operators whom have been on Tallus for some time, have been extensively modified by Krinza, or Kraut, to absorb and dissipate the shock from firing said weapon type. HOWEVER, for a new Operator that has not yet had their weapon serviced and extensively modified, this will still apply a penalty of -2 on all of the NEXT turn's shooting rolls if they choose not to Steady.
  738.  
  739.  
  740. ***************************************************************************************************************************************
  741. TASERS: all taser weaponry uses a single [1d6] roll that causes 1 damage upon landing a successful hit, though advanced versions will have modifiers. This weapon MUST be reloaded after every cartridgesacrifice your Movemarent roll(s) to reload a Tazer during your turn, however, battery based tasers do not have this limitation.
  742.  
  743. NOTE #1: the roll for a Taser is only to determine the accuracy of the stun effect: a roll of 1 or 2 means a miss or the opponent has resisted; roll result of 3 or 4: 1 round stun; roll result of 5: 2 round stun; roll result of 6 or higher: causes an automatic 3 round stun.
  744.  
  745. NOTE #2: tasers may not work on bosses or other special creatures indicated by the GM. After the number of turns stunned ends, the target may not be stunned for the next 4 turns.
  746.  
  747. NOTE #3: tasers DO gain bonuses from <Leadership: Ranged, Fire On My Target (Dante's Unique), or personal Uniques that increase Ranged modifiers, but caps out at [1d6+2] to prevent from abusing the dice system.
  748.  
  749.  
  750. ***************************************************************************************************************************************
  751. COMBINED ARMS: Combined Arms is not in itself a skill, it simply allows Operators to combine their Small Arms and Assault skills in the same turn.
  752.  
  753. LIMITATIONS: you may NOT use Shotguns or Combat Rifles as a melee weapon, unless they can accept a bayonet or have another form of melee weapon installed, nor is it possible to use a 2-handed Melee or Ranged weapon along with other weaponry.
  754.  
  755. -With Basic Combat Rifles/Small Arms/Shotguns and Basic Melee, this allows you to use 2 Ranged and 2 Melee rolls, giving a total of 4.
  756. -With Expert Combat Rifles/Small Arms/Shotguns and Expert Melee this allows you to use 3 Ranged and 3 Melee rolls, giving a total of 6.
  757. -With Master Combat Rifles/Small Arms/Shotguns and Master Melee this allows you to use 4 Ranged and 4 Melee rolls, giving a total of 8.
  758.  
  759. Example text using Expert Small Arms and Expert Melee with a non-enchanted weapon:
  760. [1d6+2] <E.Small Arms
  761. [1d6+2]
  762. [1d6+2]
  763. [1d6] <E.Melee
  764. [1d6]
  765. [1d6]
  766.  
  767.  
  768. ***************************************************************************************************************************************
  769. MASTER LIST OF DEFENSIVE SKILLS: all damage reducing, negating, or avoiding skills are hereby known as Defensive Skills. This also includes Stealth.. for obvious reasons.
  770.  
  771. *****
  772. >LIMITATIONS ON DEFENSIVE SKILLS:
  773. *Only 1 of the following may be used each turn:
  774. -Block
  775. -Evasion
  776. -Reaction Speed
  777. -Sprint
  778.  
  779. *Stealth may be used at any time when not in combat.
  780.  
  781.  
  782. *****
  783. >BLOCK: used to deflect or absorb damage with melee weapons, an equipped shield, or one's own armor. Blocking reduces 1 point of damage for all results above 2.
  784.  
  785. *Both Block and Evade negate 1 point of damage for all results above 2. Operators must choose which version they are using by indicating as either: <Block or <Evade or <Speed, and can only use one of these three each turn. Greater than normal amounts of Speed on a Charging attack can, at GM's discretion, cause/add additional effects or damage.
  786.  
  787. Example roll:
  788. [1d6: 4] <Basic Block OR Evade
  789. [1d6: 1]
  790. THUS from the above example, 2 points of damage would be reduced from the attacker's damage total.
  791.  
  792.  
  793. *****
  794. >EVASION: used to prevent damage via dodging, rolling, or other contextual actions. May also be used to evade oncoming Formations. Evading reduces 1 point of damage for all results above 2.
  795.  
  796. -JUMPING & FALL HEIGHT LIMITATIONS:
  797. Having Basic Evasion allows an Operator to jump up to a maximum of 2M in height, leap a maximum distance of 4M, and safely fall from a height of 3M.
  798. Having Basic Evasion allows an Operator to jump up to a maximum of 4M in height, leap a maximum distance of 8M in length, and safely fall from a height of 6M.
  799. Having Master Evasion allows an Operator to jump up to a maximum of 6M in height, leap a maximum distance of 12M in length, and safely fall from a height of 9M.
  800. Having GRANDMASTER EVASION allows an Operator to jump up to a maximum of 8M in height, leap a maximum distance of 16M in length, and safely fall from a height of 12M.
  801.  
  802.  
  803. *****
  804. >REACTION SPEED: order of attack, often called Initiative or other similar terms in other dice games, is used against opponenents to determine whom acts first.
  805.  
  806. *For example, if OperatorA rolls a 5 on Speed and Enemy1 rolls a 6 on Speed, this allows Enemy1 to attack slightly before OperatorA does, forcing OperatorA to defend.
  807.  
  808. *RELOADING: whenever an Operator's ranged weapon has run dry of ammunition, they may choose to either skip a turn to reload, or they may sacrifice their Movemarent rolls to reload their weapon in that same turn. This limitation applies to all magazine, clip, shell, belt-fed, internal magazine storage, energy-based, and explosive weapons, while the rule differs for bows and crossbows.
  809. -At Expert Reaction Speed, an Operator may automatically reload a weapon ONCE per Operation without sacrificing their rules.
  810. -At Master Reaction Speed, an Operator may automatically reload a weapon TWICE per Operation without sacrificing their rolls.
  811. -At Grandmaster Reaction Speed, an Operator may automatically reload any weapon, at any time, during an Operation without sacrificing their rolls.
  812.  
  813.  
  814. *****
  815. >SPRINT or FLIGHT: gauges the user's distance traveled on foot, or with the use of Float enchantmarents, or with wings. Effects are listed in the following tables.
  816.  
  817. -MOVEMARENT TRAVEL & RANGE FOR OPERATORS & NPC'S ON FOOT OR HOOF:
  818. DISTANCE: for the purpose of physical distance traveled in meters during an Operation: the highest roll result of Speed times 10 equals the number of meters traveled.
  819. RELATIVE VELOCITY: for the purpose of physical acceleration: the highest roll result of Sprint times 5 equals the MPH (miles per hour) traveled.
  820.  
  821. -MOVEMARENT TRAVEL & RANGE FOR FLIGHT CAPABLE OPERATORS & NPC'S:
  822. DISTANCE: for the purpose of physical distance traveled in meters during an Operation: the highest roll result of Speed times 15 equals the number of meters traveled.
  823. RELATIVE VELOCITY: for the purpose of physical acceleration: the highest roll result of Flight times 5 equals the MPH (miles per hour) traveled.
  824.  
  825. -MOVEMARENT TRAVEL & RANGE FOR GROUND VEHICLES:
  826. DISTANCE: for the purpose of physical distance traveled in meters moved during an Operation: the highest roll result of Driving times 30 equals the number of meters traveled.
  827. VELOCITY: for the purpose of vehicular acceleration: the highest roll result of Speed times 5 equals the MPH (miles per hour) traveled. E.G.: Operator3 rolls an 11 on Speed while driving in order to traverse a long distance, 11*5 thus equals 55MPH, thus Operator3 travels 55 miles in 1 hour.
  828.  
  829. -MOVEMARENT TRAVEL & RANGE FOR AERIAL VEHICLES:
  830. DISTANCE: for the purpose of physical distance traveled in meters moved during an Operation: the highest roll result of Piloting times 50 equals the number of meters traveled.
  831. VELOCITY: for the purpose of vehicular acceleration: the highest roll result of Speed times 20 equals the MPH (miles per hour) traveled. E.G.: while piloting Helo1, Operator3 rolls an 11 on Speed in order to traverse a long distance, 11*20 thus equals 220MPH, thus Operator3 in Helo1 travels 220 miles in 1 hour.
  832.  
  833.  
  834. ***************************************************************************************************************************************
  835. >STEALTH: simply put, stealth works differently on Tallus. The Operators as a whole have slowly been infused with minor amounts of strange and unknown energies, often rendering their sounds unheard and their movemarents unseen, rather than solely requiring camouflage as they would on their own worlds.
  836.  
  837. NOTE #1: once you roll a 6 or higher critical, you can ONLY be noticed with an Arcane Awareness or Perception-type rolls of the same or higher. Once you roll a 6 or max critical, you do not need to re-Stealth unless taking an action that would break it such as attacking an enemy or healing someone, or you simply want greater Stealth.
  838.  
  839. NOTE #2: if Stealthed on a critical, you do not need to re-Stealth after speaking quietly to someone within a very short range, or if you are ONLY taking minor actions, ie: Perception/Leadership/planting explosives/setting traps.
  840.  
  841. NOTE #3: ALWAYS roll Stealth and then Ambush in sequence, IF you have Ambush!
  842.  
  843. NOTE #4: unless otherwise indicated, items DO NOT add bonuses to Stealth. Items that DO add Stealth must be in the Handbook or listed in Items to be counted for taking effect. If an Operator has an Auto-Stealth item or enchantmarent, their FIRST Stealth rolls is to be replaced with and indicated by <Auto-Stealth:Condition should that item/enchantmarent match the conditions for it.
  844.  
  845. #NOTE #5: unless a PC or NPC's armor is sealed or self-contained, as well as properly decontaminated and cleaned from time to time, they will be tracked by scent with ease.
  846.  
  847. COMMON RESULTS OF STEALTH:
  848. -1: complete failure, the PC or NPC may fall flat on their face, slip on ice, or faceplant into a mare's ass.
  849. -2: no change.
  850. -3: the PC or NPC moves a bit carefully, slightly reducing their sound from movemarent.
  851. -4: the PC or NPC moves somewhat carefully, moderately reducing their sound from movemarent and becomes somewhat removed from sight, or simply blends in halfway.
  852. -5: the PC or NPC moves carefully, greatly reducing their sound from movemarent and becomes mostly removed from sight, or blends in very well.
  853. -6: the PC or NPC moves with extreme care, making virtually no sound & is invisible from sight, or has perfectly blended in with the environmarent.
  854.  
  855.  
  856.  
  857. ***************************************************************************************************************************************
  858. MASTER LIST OF UTILITY SKILLS:
  859.  
  860.  
  861. *****
  862. >ALCHEMY: the knowledge of, and the ability to, combine herbs, metals, chemical compounds, trace essences, and other esoteric ingredients to create liquids or powders which achieve and perform specific effects on either oneself, an ally, or against an enemy. Certain items require greater amounts of preparation, refinemarent, and processing in order to use, or they may be considered incomplete, poisonous, or dangerous to utilize.
  863.  
  864. -In order to use an alchemical item on an Ally or enemy, the intended target must either be close enough to use a specific item on, or the item must be thrown at the target. This may be achieved by using one's Melee rolls to throw the item while rolling Alchemy as a secondary usage; doing this forces the user to sacrifice their Movemarent rolls to do so.
  865.  
  866. -While at Untrained or Basic Alchemy, an Operator may carry 1 item; 2 items may be carried at Expert, 3 items may be carried at Master; and 5 items may be carried at Grandmaster. The full list of Alchemy items is available in the Items & Equipmarent paste.
  867.  
  868. -Alchemy requires either being taught the basic how-to's of doing so or by performing 200 points of Research. To advance further, one must study the processes, perform personal experimarentation, or take courses.
  869.  
  870.  
  871. ***************************************************************************************************************************************
  872. >ENGINEERING: used in creating new items, converting and/or upgrading older ones, repairing damaged firearms in the field, creating combined explosives and setting traps, attempting to defeat or remove locks with brute force, and etc. Blacksmithing is handled under Engineering, but an Operator MUST be trained in it's specifics in order to utilize. Engineering can, and SHOULD, be used in conjunction with other tools! Engineering is the only skill used when setting off explosives or explosive traps as grenades are utilized via Melee.
  873.  
  874. Example text using Basic Engineering and a basic Toolbox in field:
  875. [1d6+5] <B.Engineering+Toolbox
  876. [1d6+5]
  877.  
  878.  
  879. *****
  880. >EXPLOSIVES: an Operator's skill with Explosives is used for detonating a device, though this does not apply to grenades or other thrown explosive weaponry.
  881.  
  882. -NOTE #1: Stuns may not be consecutive and can be interrupted for some time, depending on species, armor, rank of opponent, and GM's discretion.
  883.  
  884. -NOTE #2: when creating a trap using items (Duct Tape, Superglue, Rope, etc.), roll all relevant Engineering & item rolls. This determine whether or not it has a hair trigger, functions properly, or merely does what's expected.
  885.  
  886. -NOTE #3: when setting off an explosive trap, only Explosives may be rolled. If the trap is NOT triggered by the Operator, roll Explosives to determine the damage dealt.
  887.  
  888. -NOTE #4: when combining Explosives, you may ONLY combine a certain number at one time; Basic Explosives allows 2 to be combined; Expert Explosives allows 3 to be combined, Master Explosives allows 4 to be combined; Grandmaster Explosives allows 5 to be combined. This is a HARD cap limit. Don't expect to be allowed to rig and throw 4 bombshells duct taped together either, as weight and size of each component ARE taken into consideration. MOAB's are not viable.
  889.  
  890. Example of an Operator using Basic Engineering and WITHOUT using a Multitool:
  891. [1d6+1] <B.Engineering/Explosives
  892. [1d6+1]
  893.  
  894. Example of an Operator using Basic Engineering and using a Multitool:
  895. [1d6+3] <B.Engineering/Explosives+Multitool
  896. [1d6+3]
  897.  
  898.  
  899. ***************************************************************************************************************************************
  900. >MEDICAL: medical capabilities on Tallus are a much starker and differing contrast to normal skills, even compared to Stealth, as it no longer takes weeks or months to recover from an injury, even those considered crippling or fatal. Omnipresent, beneficial energies drawn from the world itself are used to infuse simple recovery items, heightening their effects once applied or used. Since items are static on Operations and resupply is difficult, it is recommarended that one be careful with their use.
  901.  
  902. -Combine all Medical rolls with each item's specific roll. At Basic Medical, 2 items are allowed for use per turn, 3 for Expert, and 4 for Master. The total results for all rolls then indicate the amount of HP restored. Negative results DO NOT cause harm should there be a negative result made, unless performing a delicate operation.
  903.  
  904. >RESUSCITATION: when attempting to revive a downed living being that has passed beyond Critical status and has been deceased less than 2 turns, ONLY one's Medical skill, with all applicable modifiers, may be rolled, in order to resuscitate them. Base critical failures, that is, a base result of 1, will severely hamper the attempt, while base critical successes will improve the chance to revive, depending on GM's discretion. Resuscitation cannot be performed on other species besides Humans unless one has been properly trained or acquired the appropriate information to do so.
  905.  
  906. *Any PC or NPC that is the target of a Medical skill usage may only attempt to Block or use Reaction Speed, and is limited to one Offensive skill since moving will invalidate the efforts of the Medical skill's user.
  907.  
  908. *Morphine allows an Operator to act normally while in Critical status, and does not to be rolled for.
  909.  
  910.  
  911. ***************************************************************************************************************************************
  912. >THIEVERY: covers the identification of likely items carried on a target, and, of course, stealing from others.
  913.  
  914. -Roll Thievery and Perception to identify what valuables a target has on them or to determine where valuables would be stored, as well as probable locations for hidden items, doors, and etcetera. The higher the result, the more likely something interesting will be spotted.
  915.  
  916. -Roll Thievery and Stealth when attempting to steal, the highest result is then compared against the target's Perception. If both Thievery and Stealth are higher than Perception, the selected item is taken; however, if the target's Perception roll is higher.. consider surrendering.
  917.  
  918. *When attempting to steal from a conscious or otherwise awake and aware target, the higher the result, the greater the chance you can take something without being noticed, as well as making it less likely the target will realize the item(s) are missing, at least right away.
  919.  
  920.  
  921. *****
  922. >LOCKPICKING: covers picking or otherwise defeating locks. Lockpicking functions as follows: roll Lockpicking, the highest result is then compared to the lock's difficulty;
  923.  
  924. *Roll Lockpicking and Perception to identify what form of locking mechanism is being used. If the type of locking mechanism is known, this will allow the user to select an appropriate tool.
  925.  
  926. *Roll Lockpicking to attempt to defeat a lock; the higher the result the less noise will be made, and the less likely the lock will be jammed. If the lock is too difficult and the user's rolls are too low, the lock could be permarenently jammed and rendered unsalvageable.
  927.  
  928. EXAMPLE of an Operator with Basic Thievery, using Advanced Lockpicks:
  929. [1d6+2] <B.Thievery: Lockpick + Adv. Lockpicks
  930. [1d6+2]
  931.  
  932.  
  933. *****
  934. >TRAPS: covers the creation, identification, placemarent, and removal of traps, whether simple, complex, or explosive.
  935.  
  936. *Roll Perception and Traps to identify where a trap may be placed. The higher the result, the less likely you'll step on or walk into something bad. This can also be used to determine if, for example, a shoe locker has been set with a C4 charge and twine.
  937.  
  938. *Roll Traps and relevant items to attempt the disarming and/or removal a trap. The higher the result, the more likely it will be kept in one piece for reuse.
  939.  
  940.  
  941.  
  942. ***************************************************************************************************************************************
  943. UTILITY SKILLS: Utility Skills are those that are indirectly combat related, or non-combat related, including but not limited to: Bartering, Human/Pony Relations, Leadership, Negotiation, Scouting, Perception, and Wilderness Survival.
  944.  
  945. ROLLING DICE FOR UTILITY SKILLS:
  946. If you are untrained in a particular skill, you roll:  [1d6] <Untrained Skillname
  947. Basic skills allow you to roll:                        [1d6]   [1d6] <Basic Skillname
  948. Expert skills allow you to roll:                       [1d6]   [1d6]   [1d6] <Expert Skillname
  949. Master skills allow you to roll:                       [1d6] [1d6] [1d6] <Master Skillname
  950. LOCKED: Grandmaster skills allow you to roll:          [1d6+2] [1d6+2] [1d6+2] <GM.Skillname
  951.  
  952.  
  953. *****
  954. >HUMAN/PONY RELATIONS: the most varied skill available for an Operator to learn, H/P.R. is the basis for understanding the extraordinarily large number of subtle body language movemarents, ear flicks, nose wiggles, tail swishes, speech quirks, and facial expressions of the marely small varieties of marshmallowy equines present on Tallus. With the right training and knowledge, it even becomes possible to analyze vocal tones when used in conjunction with Perception, but due to their finer senses and primal instincts some ponies will readily notice a human using this ability. Although the standard usage of Human/Pony Relations grants extra rolls for the purposes of Negotiation and Perception, using any of the below options MUST be indicated in post. This skill cannot be taken to Grandmaster.
  955.  
  956. At Basic Human/Pony Relations, an Operator may use Body Language Analysis; when used as Perception, the highest result may aid the user in determining the selected or targeted pony's current hostility and Threat levels towards them, though a critical failure will likely result in the user being viewed and treated with a high degree of suspicion.
  957.  
  958. At Basic Human/Pony Relations, an Operator may use Mirror Language Analysis; when used as Negotiation, the user may entice a selected or targeted pony into becoming more at ease in the current situation, potentially lowering their guard or outright calming down, though a critical failure will usually result in activating the latent stubbornness inherent to all ponies.
  959.  
  960. At Expert Human/Pony Relations, an Operator may use Active Response Coercion; this option's sole use is meant to provoke a pony's instinctually primal Flight or Fight response when used as Negotiation, the highest result may be applied to the selected or targeted pony as either a difficult to counteract form of Intimidation OR Negotiation, though not both at the same time. Depending on the pony's current marental state, a critical failure if applied as Intimidation will often result in the user being viewed as a loud-mouthed thug, or worse; a critical failure if applied as Negotiation will often be viewed as the user being a demeaning shithoof.
  961.  
  962. At Expert Human/Pony Relations, an Operator may use Vocal Cue Analysis; with the proper training this option may be used as Perception, the highest roll of Human/Pony Relations cuing the listener in on the selected or targeted pony's moods and emotions, though a critical failure will often result in the user being seen as prying too closely into the situation and being treated with a moderate to high amount of distrust, whether visible or otherwise.
  963.  
  964. At Master Human/Pony Relations, an Operator may use Potential Intent Analysis; when used as Perception, the highest result may aid the user in determining the selected or targeted pony's next viable action, or actions, though a critical failure will result in the pony becoming uneasy and potentially hostile due to the heightened focus leveled on them.
  965.  
  966.  
  967.  
  968. ***************************************************************************************************************************************
  969. >PERCEPTION: used to see, hear, smell, taste, touch, or 'sense' additional information that may not be gained without searching. May be upgraded to Piercing Eye, a much more advanced but limiting form.
  970.  
  971. NOTE #1: Perception can be used at any time to search for something in particular, though cannot be used in conjunction with Offensive skills DURING ONE'S TURN to identify and attack specific body parts, items, or other targetable features. This rule is not subject to GM discretion, it is a hard rule meant to prevent attempted speedrunning or OMH exploiting an Operation.
  972.  
  973. NOTE #2: after acquiring Basic Perception, an Operator may then take Scouting or Wilderness Survival, both of which are situational in their usage, though only one of these three may be used each turn.
  974.  
  975. NOTE #3: if Blinded or one's vision is otherwise obscured or impaired in melee combat, Perception is used to determine whether or not one's attacks even hit, do partial damage, or do full damage, with GM's discretion.
  976.  
  977. NOTE #4: Perception-type items only add their bonus to a SINGLE roll, and only if an Operator can use them.
  978.  
  979. Example of an Operator with Basic Perception and no Perception items:
  980. [1d6] <B.Perception
  981. [1d6]
  982.  
  983. Example of an Operator with Basic Perception and a standard Thermal:
  984. [1d6] <B.Perception
  985. [1d6+2] <Thermal
  986.  
  987.  
  988. *****
  989. -SCOUTING is used to determine one's approximate location by identifying notable landmarks, assess troop dispositions, numbers, and probable equipmarent, glean information from a city's layout, and more depending on the situation. May be upgraded to Critical Eye, a much more advanced but limiting form.
  990.  
  991.  
  992. *****
  993. -WILDERNESS SURVIVAL is used to identify and analyze flora & fauna, track movemarents of creatures/enemies, analyze one's surroundings for shelter, food, water, or usable materials, gain temporary bonuses to Ambush or Stealth, and more depending on the situation. May be upgraded to Tracking, a much more advanced but limiting form.
  994.  
  995.  
  996. ***************************************************************************************************************************************
  997. >NEGOTIATION: used to convince a target to divulge information they may not want to share through normal means. May also be used when offering to perform a service, acknowledging or honoring a target, speaking in a marener that the target prefers, and soliciting information through various means. Negotiation MAY be used in place of Bartering, though will have moderately reduced effects.
  998.  
  999. COMMON RESULTS OF NEGOTIATION:
  1000. -1: irritation, disgust, or rage at the user.
  1001. -2: no change, will likely ignore the user.
  1002. -3: slight hint(s) of further information, may desire to know more about a service rendered.
  1003. -4: openly admits a hint for further information and may accept the service with some reservations.
  1004. -5: states a small amount of information, and will accept the service after ensuring no backstabbing/trickery will occur.
  1005. -6: states a decent amount of information, and will accept the service after asking for clarification.
  1006. -7: states a moderate amount of information, and will generally accept the service with an assurance of honor or by watching.
  1007. -8: reveals a large amount of information, and will trust the service rendered, but may keep an eye on you.
  1008. -9: reveals nearly everything, and will trust the service rendered, but will ask how it went.
  1009. -10: reveals everything IF POSSIBLE, and will give a single chance for a previous service or second chance to be performed, though will hold a small amount of negativity for such if the previous request was failed.
  1010.  
  1011.  
  1012. *****
  1013. >BARTERING: used to trade with others, either by requesting special stock, allocating reserve space, or lowering a trader's prices. Can also be used
  1014.  
  1015. -NOTE #1: for each point of 'attack' Bartering that is higher than the target's 'defending' Bartering, the target's prices are reduced by -5%.
  1016.  
  1017. -NOTE #2: if the 'attack' Bartering roll is lower than the 'defending' Barter result, then the target's prices are increased by +5%. You break it you buy it, and something else too!
  1018.  
  1019. -NOTE #2: if the highest Bartering roll is equal to a target's highest Bartering roll, the target's prices will remain the same, however, attempting to try again may not have as much effect.
  1020.  
  1021. *****
  1022. >LEADERSHIP: a reactive skill that can only be utilized once an Operator has Basic Leadership. The use of Leadership requires being in a group with a minimum of one other Ally. This skill's only use is to increase (also known as 'buff') the rolls of specific skills up to a MAXIMUM of +2 in addition to all other bonuses and may be used with all other skills so long as an Operator can be heard.
  1023.  
  1024. -NOTE #1: this skill may ONLY be applied if an Operator/ally can hear the Operator using Leadership. If you DO NOT have a radio, or are in Stealth too far away from an Operator or Companion using Leadership, you will not gain any bonuses from others using this skill.
  1025.  
  1026. -NOTE #2: Leadership CANNOT add extra bonuses to Traits, Unique or Shared skills, unless otherwise specified.
  1027.  
  1028. -NOTE #3: Leadership ONLY activates on a result of 6 or higher, thus if a 6 is not achieved then no additional bonuses may take effect.
  1029.  
  1030. The example roll below would add +1 to all Ranged attacks for all Operators with a radio, or within earshot:
  1031. [1d6: 2] <Basic Leadership: Ranged
  1032. [1d6: 6]
  1033.  
  1034.  
  1035. >LEADERSHIP OPTION: SUPER SQUADS! Composed of at least 2 Operators that both have Expert Leadership, and have a minimum of 1 other member in the team. Whomever has the highest Leadership rank & bonuses may order those with lower (or no) Leadership to perform a single selected task, enhance a preferred skill for the entire squad, or leave it up to the other Leadership users to make their own choices. NOTE that this rule may have drawbacks, side-effects, or unintended and unforeseen consequences.
  1036.  
  1037. >SUPER SQUAD OPTION: OVERWATCH!  Overwatch functions as follows. RULES:
  1038. #1: if an Operator, Companion, or Allied NPC capable of ranged combat does not wish to take any offensive actions during a turn, or they are unable to do so for various reasons during that same turn, they may declare that they are performing an <Assault Overwatch OR an <Ambush Overwatch by choosing, in post, a cardinal or standard direction.
  1039. -NOTE that for obvious reasons this does not function while in a vehicle, unless the vehicle is equipped with an otherwise stationary mounted weapon emplacemarent or a manually directed turret in which case only the gunner(s) are capable of using Overwatch.
  1040.  
  1041. #2: by declaring either Overwatch, this directly implies that the Operator, Companion, or Ally has their finger on trigger or marentally ready to unleash a spell with the mindset that they MUST fire at the first target to enter their weapon's optimal range, or within the caster(s) focus range.
  1042.  
  1043. #3: the GM in charge will then notify the Operator or caster with the highest Speed roll to make their Ranged attacks first, then the second highest Speed roll, and so on.
  1044.  
  1045. #4: performing an <Assault Overwatch or <Ambush Overwatch is considered an automatic action which ends the Operator, Companion, or Ally's turn.
  1046.  
  1047. #5: declaring an Overwatch DOES NOT prevent an Operator, Companion, or Ally from using their Ranged skills the NEXT turn.
  1048.  
  1049. NOTES:
  1050. #1: an <Assault Overwatch means that the Operator is NOT in cover and can be easily seen. This cannot be declared if an Operator, Companion, or Ally is currently under attack.
  1051.  
  1052. #2: an <Ambush Overwatch means that the Operator IS behind cover, using Stealth, or otherwise difficult to spot, though firing while under the effect of Ambush Overwatch will AUTOMATICALLY break Stealth.
  1053.  
  1054. #3: neither form of Overwatch can be used when being attacked from beyond optimal range, nor if an Operator, Companion, or Ally is under indirect fire.
  1055.  
  1056.  
  1057. ***************************************************************************************************************************************
  1058. SPECIALTY SKILLS: these particular skills have their own bonuses, separate from Offensive, Defensive, and Utility skills, but cannot be taken to Grandmaster.
  1059.  
  1060.  
  1061. *****
  1062. >IRON WILL: Iron Will is a passive marental skill, used to lessen negative effects from Intimidation, Demoralize and other abilities that would effect an Operator's marental state. In the event that an Operator is to be killed, Iron Will may be used to attempt to save versus death with a roll of 6 or higher, depending on injuries sustained and the GM's discretion.
  1063.  
  1064. How it works is this: EnemyA rolls 4 on Intimidation, OperatorC rolls 3 on Iron Will; after subtracting -2 from the highest roll, Operator C is then considered 10% shook up/disturbed/worried/scared, depending on the context.
  1065.  
  1066. NOTE #1: effects beyond 50% Intimidated/Demoralized can lead to preventing an action, or worse, depending on the enemy or enemies in question.
  1067.  
  1068. NOTE #2: rolling a 1 on Iron Will while being subjected to an Intimidate of 6 or higher may cause an Operator to lose a skill/ability for one or more turns by the active GM rolling a [1dX], where X is the number of skills or abilities the Operator has, the result indicating which skill or ability is disabled. As the amount of Intimidation increases, other penalties will be assigned subject to the GM's discretion.
  1069.  
  1070. IRON WILL ROLLS FOR EACH RANK:
  1071. -Basic Iron Will grants 2x [1d6] rolls.
  1072. -Expert Iron Will grants 3x [1d6+1] rolls.
  1073. -Master Iron Will grants 3x [1d6+2] rolls.
  1074.  
  1075.  
  1076. *****
  1077. >SUPPRESSION FIRE: may only be acquired by an Operator that has acquired Expert Heavy Weapons. This skill ONLY adds additional Heavy Weapon rolls with Light Machineguns, Heavy Machineguns, Gatlings, Vulcans, or other large automatic weaponry. This also includes certain Heavy Energy Weapons.
  1078.  
  1079. -Basic Suppression Fire grants 1 additional Heavy Weapons roll.
  1080. -Expert Suppression Fire grants 2 additional Heavy Weapons rolls.
  1081. -Master Suppression Fire grants 3 additional Heavy Weapons rolls.
  1082.  
  1083. NOTE: if an Operator has have moved in their last turn, they will will still suffer the -2 penalty to all Heavy Weapon rolls when using Suppression Fire the next turn.
  1084.  
  1085.  
  1086.  
  1087. ***************************************************************************************************************************************
  1088. TERTIARY SKILLS: Tertiary skills are comprised of non-combat skills that one learns to perform, such as singing, dancing, or sports. While typically non-essential to daily life, except for professionals such as mapmakers, crafters, artists, singers, and the like, competitiveness amongst ponies and most other species on Tallus is extremely high, with matches and competitions constantly being organized at will so long as there are enough performers to join in and bystanders to watch, mostly for fun, though in some cases a pool of rewards are given to the winner or winning team.
  1089.  
  1090. *****
  1091. IMPROVING A TERTIARY SKILL: an Operator may select up to five Tertiary skills, with each starting at Basic, though XP is not used to increase a Tertiary skill's rank. The better the performarence, the more often the skill is utilized, the higher the number of onlookers, and the greater the overall reactions increase the chance that improvemarents will be made, either with additional rolls or modifiers.
  1092.  
  1093. *****
  1094. ACCEPTABLE TERTIARY SKILLS:
  1095. -Cartography
  1096.  
  1097. -Carving
  1098.  
  1099. -Dancing
  1100.  
  1101. -Electronic Warfare Operator
  1102.  
  1103. -Gambling
  1104.  
  1105. -Geography
  1106.  
  1107. -Masseuse
  1108.  
  1109. -Musical Instrumarents: a specific instrumarent must be chosen
  1110.  
  1111. -Painting
  1112.  
  1113. -Singing
  1114.  
  1115. -Sports
  1116.  
  1117. -Whistling
  1118.  
  1119. -Writing
  1120.  
  1121.  
  1122. ***************************************************************************************************************************************
  1123. STATUS EFFECTS: certain enemies may utilize specialized weapons, attacks, or use a detrimarental capability to cripple and weaken Operators and Companions, causing various abnormal physical and marental states. While some status effects are unavoidable, simple care or rapid medical attention can often reduce their negative effects.
  1124.  
  1125.  
  1126. *****
  1127. >BLEEDING: an Operator, Companion, or NPC afflicted with the Bleeding status loses 5% of their MaxHP per turn. This negative status effect can ONLY be removed via staunching the affected wounds. Use of an allies' Recovery skill to close wounds or leaving combat to take care of one's injuries is recommarended, as the constant movemarent and strain of combat can cause this condition to worsen.
  1128. -SEVERE BLEEDING causes a -10% MaxHP loss per turn, and is much more difficult to staunch.
  1129.  
  1130.  
  1131. *****
  1132. >BURNED & SCORCHED: an Operator, Companion, or NPC afflicted with the Burned or Scorched statuses, dealt solely through Fire Elemarentals, flamethrowers, or any other heat based forms of harm, will suffer from movemarent penalties due to the nervous system becoming unable to differentiate between misfiring neurons and constant pain signals, weakening and slowing one's control of their body.
  1133.  
  1134. BURNED:    suffers a -1 penalty to all Movemarent rolls.
  1135. SCORCHED:  suffers a -2 or higher penalty to all Movemarent rolls.
  1136.  
  1137.  
  1138. *****
  1139. >CHILLED, FROSTBITE, FROZEN: whether caused due to environmarental exposure, offensive Alchemical items, unicorn based Casting or through Mysticism effects from several races, Druidry, or offensive Elemarental enchantmarents, an Operator, Companion, or NPC that has been struck by critical or significant Ice or very cold Water based harm will begin physically slowing down, reducing all rolls accordingly. Heatstones and thermally insulating clothing can resist this effect for a certain period depending on the severity of the temperature, though if the target is thoroughly soaked then it will be very unlikely to resist these effects.
  1140.  
  1141. -CHILLED:    suffers a -1 penalty to all physical rolls, except for those abilities a GM states are unaffected.
  1142. -FROSTBITE:  suffers a -2 penalty to all physical rolls, except for those abilities a GM states are unaffected.
  1143. -FROZEN:     the Operator/Companion/NPC becomes fully encased in ice and becomes unable to move, suffering continual damage and must be freed before suffocating, or dying.
  1144.  
  1145.  
  1146. *****
  1147. >PACIFIED: typically used by Druids, Mystics, and Shaman/Shamares. A Pacified target is incapable of utilizing any Offensive or Ranged skills, including Intimidation/Demoralize, Uniques, Evolving Abilities, or any other abilities that could cause harm, for a set number of turns.
  1148.  
  1149. IRON WILL may be utilized to shake off Pacification if the defender's roll is higher than the user's.
  1150.  
  1151.  
  1152. *****
  1153. >FATIGUE: whether caused by attempting to perform too marely actions in a row, through drawn out combat, lack of sleep, overexertion, poor nutrition, dehydration, or the effects of harm caused by a Spectral being, an Operator, Companion, or NPC afflicted with Fatigue suffers increasing penalties the longer they do not take care of the problem's source.
  1154.  
  1155. -Minor Fatigue: occurs when one's Fatigue counter is equal to their MaxHP. Has no appreciable effects unless afflicted by Poison, Toxin, or other negative status effects.
  1156. -Moderate Fatigue: occurs when one's fatigue is double to their MaxHP, suffering a penalty of -1 to ALL rolls.
  1157. -Severe Fatigue: occurs when one's Fatigue counter is triple their MaxHP, suffering a penalty of -2 to ALL rolls.
  1158. -Extreme Fatigue: occurs when one's Fatigue counter is equal to quadruple their MaxHP, suffering a penalty of -3 to ALL rolls.
  1159.  
  1160. An Operator with Iron Will may temporarily stave off the effects of Fatigue stages at the cost of -1 to ALL Iron Will rolls per turn for Severe Fatigue, and -2 to ALL Iron Will rolls per turn for Extreme Fatigue. Once the Operator becomes unable to achieve a result of 6 on Iron Will, they can no longer avoid a penalty.
  1161.  
  1162.  
  1163. *****
  1164. >CRITICAL: an Operator, Companion, or NPC significantly wounded in combat that drops to below 25% HP, loses more than 75% of their HP in one blow, or otherwise takes a significant amount of harm in one turn becomes afflicted with the Critical status, suffering a -4 penalty to ALL rolls until the end of Operation. Using Morphine will negate this penalty for 4 turns, while being recovered to full health eliminates it entirely, although other temporary, detrimarental effects may occur depending on the nature of the injury or injuries sustained.
  1165.  
  1166.  
  1167. *****
  1168. >REVIVISCENCE TRAUMA: if an Operator, Companion, or Allied NPC has been killed and subsequently revived, they will enter a physical and marental trauma recovery period of 24 hours, or however long they are deemed unfit until recovering, suffering a -4 penalty to ALL rolls. This will prevent them from joining an Operation until fully recovered, and conducting strenuous activity is greatly ill advised to take part in.
  1169.  
  1170.  
  1171. *****
  1172. >SHOCK: an Operator, Companion, or NPC afflicted with the Shock status suffers -4 to ALL rolls for two turns, and has a chance of becoming unconscious, traumatized, or more depending on the nature of the attack, with other effects possible. Being struck by a potent electrical or lightning surge or discharge, inside the effect blast radius of a powerful explosive, or becoming significantly Intimidated or Demoralized will inflict Shock status. An Operator with Iron Will may temporarily stave off the effects of Shock at the cost of -2 to ALL Iron Will rolls per turn. Once the Operator is unable to achieve a result of 6 on Iron Will they can no longer avoid the penalty.
  1173.  
  1174.  
  1175. ***************************************************************************************************************************************
  1176. ARCANE FATIGUE, OVERDOSE, AND POISONING: due to the differences between human physiology and spirituality being relatively weak in comparison to beings that are born on Tallus, an Operator that is subjected to greater than normal exposure to arcane or Eldritch energies will absorb unnatural, to them, latent energetic properties, slowly weakening their body and mind. Once a certain amount of energy has been absorbed, listed as points for the sake of simplicity, this effect becomes apparent for the first stage, advancing further.
  1177.  
  1178. +1 point is acquired from:    consuming any alchemical substance or being the target of the Crystal Runes skill.
  1179.  
  1180. +2 points are acquired from:  being the subject of Psionic healing, Recovery, or being the target of Elemarental harm, including offensive & defensive based enchantmarents.
  1181.  
  1182. +3 points are acquired from:  resisting the direct impact of Casting, Druidry, Mysticism, and Sorcery, or sustaining harm from an Eldritch or Otherworldly being.
  1183.  
  1184. +4 points are acquired from:  sustaining a direct impact from Casting, Druidry, Mysticism, or Sorcery.
  1185.  
  1186. +5 points are acquired from:  sustaining near-lethal or lethal harm from an Eldritch or Otherworldly being.
  1187.  
  1188. *****
  1189. >ARCANE FATIGUE EFFECTS:
  1190. -Minor Poisoning: 10 points. At the first stage, an Operator will feel an unshakeable physical and marental exhaustion that drains their willpower and motivation, suffering a -1 penalty to all rolls.
  1191.  
  1192. -Moderate Poisoning: 20 points. At the second stage, an Operator will suffer drastically worsening effects, typical symptoms such as: unexplained vertigo, hallucinations, vomiting of non-physical substances, Otherworldly and Spectral beings attracted to the Operator's presence with hostile or mischievous intents, and more, suffering a -2 to -5 penalty to all rolls. There is a high chance that an Operator will also sustain the risk of personal, weapon, and armor enchantmarents failing, refusing to activate, or outright harming the owner each turn they are used. It is possible to die from this condition if left untreated as it will rapidly progress.
  1193.  
  1194. -Severe Poisoning: 30 points. At the third stage, an Operator at this point suffers from immarense, crippling full body and marental pain, becoming completely disabled and rendering them utterly useless without proper and rapid treatmarent. At this point, an Operator cannot function at all, are incapable of performing any actions, and must be treated immediately if they are to survive.
  1195.  
  1196.  
  1197. ***************************************************************************************************************************************
  1198. PHYSICAL INJURIES & PERMARENENT DAMAGE:
  1199.  
  1200. Humans are generally considered amongst the top ten predators of their own home worlds, but Tallus is an entirely different story. Where ponies are easily capable of surviving injury from much stronger creatures thanks to their naturally high resiliency, basic human physiology is much less forgiving in this regard, often ending in severe injuries that may take weeks or months to recover from, and in worst case scenarios, leaving permarenent damage. There are three components of this system: the Physical Force Applier, Injuries, and Permarenent Damage.
  1201.  
  1202.  
  1203. *****
  1204. PHYSICAL FORCE APPLIER: the amount of damage that a single limb can withstand before being snapped, broken, shattered, or otherwise destroyed, ranges from 30 to 60% of a living being's HP, the lower percentage having no natural DR and being unarmored, the higher percentage having natural DR or being armored. For the lower example: OperatorA has 30HP and no natural DR, it will take 9HP damage to snap or break a particular portion of the skeletal system. For example: if Enemy Pony C has 200HP and 4DR, it will take a cumulative 80HP to shatter a particular portion of a leg. Chest injuries are still quite dangerous as human ribs are considerably less sturdy than most creatures, making the cushioning effect from armor necessary.
  1205.  
  1206. Standard P.F.A. threshold for injuries to specific bodily parts:
  1207. -Head:  30%
  1208. -Limbs: 40%
  1209. -Torso: 50%
  1210.  
  1211. Because of the cushioning nature of armor, be it natural DR or mareufactured, such as if an Operator is wearing a helmet, this raises the P.F.A. threshold by +10%, adjusting to the table as follows:
  1212. -Head:  40%
  1213. -Limbs: 50%
  1214. -Torso: 60%
  1215.  
  1216.  
  1217. *****
  1218. INJURIES: Any damage received in excess of the PFA threshold will cause an injury, such as follows:
  1219.  
  1220. >TORSO: sustaining a Torso injury in excess of the PFA threshold may cause severe pain and bleeding, hampering the Operator’s mareneuverability and strength. For every 10% of MaxHP the threshold is exceeded, the injury proceeds as follows:
  1221. -Mild injury:      suffers a -1 penalty to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint rolls.
  1222. -Moderate Injury:  suffers a -2 penalty to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint rolls, causes Bleeding (-5% HP lost per turn).
  1223. -Severe Injury:    suffers a -3 penalty to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint rolls, causes Severe Bleeding (-10% HP lost per turn).
  1224.  
  1225. >LIMBS: sustaining significant harm to the Limbs will slow and/or hamper an Operator’s ability to move and defend themselves. For every 10% of MaxHP the threshold is exceeded, the injury proceeds as follows:
  1226. -Sprain:      suffers a -1 penalty to all Assault/Parry/Riposte rolls if suffered to the arms, or a -1 penalty to all Movemarent rolls if suffered to the legs.
  1227. -Laceration:  suffers a -2 to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint rolls, and an additional -1 penalty to all Archery and Ranged rolls.
  1228. -Fracture:    suffers a -3 penalty to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint rolls, also disabling the use of Archery/Ranged abilities, except for Small Arms if applicable.
  1229.  
  1230. >HEAD: sustaining a head injury in excess of the PFA threshold may cause a concussion. Exceeding the threshold by any percentage will cause a Concussion. For every 10% of MaxHP the threshold is exceeded, the injury proceeds as follows:
  1231. -Mild Concussion:      suffers a -1 penalty to all Perception/Scouting & Ranged rolls.
  1232. -Moderate Concussion:  suffers a -2 penalty to all Perception/Scouting, Ranged, and Bartering/Negotiation rolls
  1233. -Severe Concussion:    suffers a -3 penalty to all rolls, causes Severe Bleeding status if applicable (-10% HP lost per turn), puts operator into Shock for one turn, and may have other effects depending on the form of injury or base criticals received.
  1234.  
  1235. *****
  1236. -PERMARENENT DAMAGE: despite the overwhelming medical and arcane recovery abilities of Tallus natives, the loss of one's bodily parts is still a serious concern as it is extraordinarily difficult to reattach a severed limb, and physical regeneration of a limb or other body part is virtually impossible without a number of severe side effects. Any body part that receives overwhelming damage or multiple injuries without treatmarent will be considered permarenently damaged. Until treated with Surgery by someone with at least Grandmaster Medical or similar, or a trained Ward, a person will be considered crippled as the GM will indicate. Depending on which part of the body is lost, there will be minor, moderate, significant, or severe penalties to the affected individual.
  1237.  
  1238. -PENALTIES: losing an arm would incur the permarenent loss of one or more Melee rolls due to both weight imbalance and the loss of equilibrium, while losing an eye causes the permarenent removal of 50% of all Perception/Scouting/Wilderness Survival and Ranged rolls due to the loss of depth perception. These are examples as loss of bodily parts will always come with their own unique penalties.
  1239.  
  1240. -THE EXCEPTION to the above rule is the HEAD: if a living being receives overwhelming damage to the head, or would otherwise die from sustained fatal injuries, they may make an Iron Will roll attempt to save versus Death: if the Iron Will roll succeeds on a 6 or higher, the Operator survives, if not, they DIE. Physical death on Tallus is PERMARENENT, there are no do overs or second chances.
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