resistance roll static maneuver table - guild companion · resistance roll static maneuver table...

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Resistance Roll Static Maneuver Table Resistance Roll vs. Spells Static Maneuver Table Resistance Roll vs. Poisons, etc. Static Maneuver Table Resistance Roll Modifications Table -26 down Spectacular Failure Awed by the power, you cannot resist the spell. If it has a duration, the duration is tripled. If it does damage, any concussion hits are likewise tripled. -26 down Spectacular Failure The poison or disease takes its full, extreme effect. In many cases this will be fatal. (See Gamemaster Law section 11.1.2 or 11.2.3 for specific effects.) Target Status Willing Target .................. -50 (target doesn’t want to resist the spell) Static Target .................... -10 Full cover (hard or soft) ........... +20 Half cover (hard or soft) ........... +10 Target’s Armor Channeling spell vs. Metal Armor . . . +15 vs. Metal Shield ..... +5 Essence spell vs. Metal Armor ...... +10 vs. Leather Armor ...... +5 Mentalism spell vs. Metal Helmet . . . +15 vs. Leather Helmet . . . +5 Inherent Resistance Channeling spell ......... +3xIn bonus Essence spell ........... +3xEm bonus Mentalism spell .......... +3xPr bonus Target’s realm is same as spell ...... +15 Racial Modifiers .............. variable Special bonuses due to item or spell .................. variable Target level ............... see below Caster’s Power Caster’s Skill rank in spell list . -# of ranks Caster’s level .............. see below SCSM result of Partial Success ...... +20 SCSM result of Near Success ....... +10 SCSM result of Unusual Success .... -30 SCSM result of Absolute Success .... -20 -25 – -05 Absolute failure You are overwhelmed by the spell. If it has a duration, the duration is doubled. If it does damage, any concussion hits are likewise doubled. -25 – -05 Absolute failure The poison or disease affects you severely. See Gamemaster Law section 11.1.2 or 11.2.3 for specific effects. (Poisons will usually result in unconsciousness for 1-10 days, or activity penalties up to -100.) -04 – 75 Failure You strain to resist the spell, but fail. The spell affects you normally. -04 – 75 Failure The poison or disease affects you moderately. See GM Law section 11.1.2 or 11.2.3 for specific effects. (Poisons will usually result in activity penalties -30 to -75 and up to 5-50 hits damage or bleeding 3 hits/round.) UM 66 Unusual Event Your attention is captured by another more important event and you fail to even notice that the spell has been cast. The spell fizzles in the face of your total disinterest, and has no effect. UM 66 Unusual Event Your body is actively fighting to purge itself of the poison or disease. For ingestive poisons, you suffer severe, incapacitating nausea for 3-30 rounds. For other poisons, you begin bleeding 2 hits/round. For diseases, you suffer severe fever and disorientation for 1-10 hours. When these symptoms pass, you will be fine. 76 – 90 Partial Success The spell has a weak hold over you. If you are aware of the spell, you can make another attempt to resist it by taking a 100% action in a subsequent round. Otherwise, you are affected normally. 76 – 90 Partial Success The poison or disease affects you, but only mildly. See GM Law section 11.1.2 or 11.2.3 for specific effects. (Poisons will usually last 1-100 hours with activity penalties -10 to -30 and no more than 2-20 hits damage.) 91 – 110 Near Success The spell has a tenuous grip on you. If it has a duration, the duration is halved; any concussion hits dealt to you are likewise halved. 91 – 110 Near Success The poison or disease has only the slightest effect on you, causing pain, euphoria, or disorientation (-10 to all activity) for 1-100 rounds for poisons or 1-100 hours for diseases. Target Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+ RR Bonus +50 +55 +60 +65 +70 +73 +76 +79 +82 +85 +87 +89 +91 +93 +95 +1/lvl Caster Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+ RR Penalty -0 -5 -10 -15 -20 -23 -26 -29 -32 -35 -37 -39 -41 -43 -45 -1/lvl UM 100 Unusual Success As the spell begins to manifest around you, you perceive with exceptional clarity what it is going to do, and how. You easily shift away from its focus, and are unaffected. You receive +10 on all future resistance rolls against spells from the same caster, until you receive a result of Absolute Failure or worse on this table against one of the same caster’s spells. UM 100 Unusual Success Your body adapts easily to this poison or disease, and while you may feel a mild (and harmless) effect, such as a bruise or skin discoloration from a poison, you are not harmed, and will receive +10 on all future resistance rolls against this particular poison or disease. 111-175 Success Summoning all your will, you are able to overcome the spell. The spell does not affect you. 111-175 Success Your sturdy constitution prevails, and you suffer no more than an unpleasant stinging or a slight cough. 176 up Absolute Success Your will shatters the spell before it can take hold. The backlash of its dissipation affects the caster, who must make a roll on the Spell Failure Table A-10.11.2 (p. 241). 176 up Absolute Success Hmm, perhaps it wasn’t poison after all. You feel no effect whatsoever. Would you like another glass? Range Modifier Touching ................. -30 0-10' ..................... -10 11-50' ...................... 0 51-100' ................... +10 101'-300' ................. +20 301' + ................... +30

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Page 1: Resistance Roll Static Maneuver Table - Guild Companion · Resistance Roll Static Maneuver Table ... Caster’s Skill rank in spell list . -# of ranks ... Summoning all your will,

Resistance Roll Static Maneuver TableResistance Roll vs. Spells

Static Maneuver TableResistance Roll vs. Poisons, etc.

Static Maneuver TableResistance Roll

Modifications Table-26 down Spectacular Failure Awed by the power, you cannot resist the spell.If it has a duration, the duration is tripled. If itdoes damage, any concussion hits are likewisetripled.

-26 down Spectacular Failure The poison or disease takes its full, extremeeffect. In many cases this will be fatal. (SeeGamemaster Law section 11.1.2 or 11.2.3 forspecific effects.)

Target Status Willing Target . . . . . . . . . . . . . . . . . . -50 (target doesn’t want to resist the spell) Static Target . . . . . . . . . . . . . . . . . . . . -10 Full cover (hard or soft) . . . . . . . . . . . +20 Half cover (hard or soft) . . . . . . . . . . . +10

Target’s Armor Channeling spell vs. Metal Armor . . . +15

vs. Metal Shield . . . . . +5 Essence spell vs. Metal Armor . . . . . . +10

vs. Leather Armor . . . . . . +5 Mentalism spell vs. Metal Helmet . . . +15

vs. Leather Helmet . . . +5

Inherent Resistance Channeling spell . . . . . . . . . +3xIn bonus Essence spell . . . . . . . . . . . +3xEm bonus Mentalism spell . . . . . . . . . . +3xPr bonus Target’s realm is same as spell . . . . . . +15 Racial Modifiers . . . . . . . . . . . . . . variable Special bonuses due to item or spell . . . . . . . . . . . . . . . . . . variable Target level . . . . . . . . . . . . . . . see below

Caster’s Power Caster’s Skill rank in spell list . -# of ranks Caster’s level . . . . . . . . . . . . . . see below SCSM result of Partial Success . . . . . . +20 SCSM result of Near Success . . . . . . . +10 SCSM result of Unusual Success . . . . -30 SCSM result of Absolute Success . . . . -20

-25 – -05 Absolute failure You are overwhelmed by the spell. If it has aduration, the duration is doubled. If it doesdamage, any concussion hits are likewisedoubled.

-25 – -05 Absolute failure The poison or disease affects you severely. SeeGamemaster Law section 11.1.2 or 11.2.3 forspecific effects. (Poisons will usually result inunconsciousness for 1-10 days, or activitypenalties up to -100.)

-04 – 75 Failure You strain to resist the spell, but fail. The spellaffects you normally.

-04 – 75 Failure The poison or disease affects you moderately.See GM Law section 11.1.2 or 11.2.3 for specificeffects. (Poisons will usually result in activitypenalties -30 to -75 and up to 5-50 hits damageor bleeding 3 hits/round.)

UM 66 Unusual Event Your attention is captured by another moreimportant event and you fail to even notice thatthe spell has been cast. The spell fizzles in theface of your total disinterest, and has no effect.

UM 66 Unusual Event Your body is actively fighting to purge itself ofthe poison or disease. For ingestive poisons, yousuffer severe, incapacitating nausea for 3-30rounds. For other poisons, you begin bleeding 2hits/round. For diseases, you suffer severe feverand disorientation for 1-10 hours. When thesesymptoms pass, you will be fine.

76 – 90 Partial Success The spell has a weak hold over you. If you areaware of the spell, you can make another attemptto resist it by taking a 100% action in asubsequent round. Otherwise, you are affectednormally.

76 – 90 Partial Success The poison or disease affects you, but onlymildly. See GM Law section 11.1.2 or 11.2.3 forspecific effects. (Poisons will usually last 1-100hours with activity penalties -10 to -30 and nomore than 2-20 hits damage.)

91 – 110 Near Success The spell has a tenuous grip on you. If it has aduration, the duration is halved; any concussionhits dealt to you are likewise halved.

91 – 110 Near Success The poison or disease has only the slightesteffect on you, causing pain, euphoria, ordisorientation (-10 to all activity) for 1-100 roundsfor poisons or 1-100 hours for diseases.

TargetLevel

123456789

101112131415

16+

RRBonus+50+55+60+65+70+73+76+79+82+85+87+89+91+93+95

+1/lvl

CasterLevel

123456789

101112131415

16+

RRPenalty

-0-5

-10-15-20-23-26-29-32-35-37-39-41-43-45

-1/lvl

UM 100 Unusual Success As the spell begins to manifest around you, youperceive with exceptional clarity what it is goingto do, and how. You easily shift away from itsfocus, and are unaffected. You receive +10 on allfuture resistance rolls against spells from the samecaster, until you receive a result of AbsoluteFailure or worse on this table against one of thesame caster’s spells.

UM 100 Unusual Success Your body adapts easily to this poison ordisease, and while you may feel a mild (andharmless) effect, such as a bruise or skindiscoloration from a poison, you are not harmed,and will receive +10 on all future resistance rollsagainst this particular poison or disease.

111-175 Success Summoning all your will, you are able toovercome the spell. The spell does not affect you.

111-175 Success Your sturdy constitution prevails, and you sufferno more than an unpleasant stinging or a slightcough.

176 up Absolute Success Your will shatters the spell before it can takehold. The backlash of its dissipation affects thecaster, who must make a roll on the Spell FailureTable A-10.11.2 (p. 241).

176 up Absolute Success Hmm, perhaps it wasn’t poison after all. Youfeel no effect whatsoever. Would you like anotherglass?

Range Modifier Touching . . . . . . . . . . . . . . . . . -30 0-10' . . . . . . . . . . . . . . . . . . . . . -10 11-50' . . . . . . . . . . . . . . . . . . . . . . 0 51-100' . . . . . . . . . . . . . . . . . . . +10 101'-300' . . . . . . . . . . . . . . . . . +20 301' + . . . . . . . . . . . . . . . . . . . +30