Difference between revisions of "ReAction system"
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The following sections will replace or add to to the rules described in the Twilight 2013 core book. | The following sections will replace or add to to the rules described in the Twilight 2013 core book. | ||
| − | === Attributes <br/> === | + | === Attributes<br/> === |
| − | '''''Page 77, Attributes''''' | + | '''''Page 77, Attributes''''' |
| − | Each attribute has a value between 1 and 15. In general, 3 is the lowest possible level of capability that an adult human can have and still function. 7 is human average. 12 is the upper limit of innate development. Values above 12 are reserved for individuals who have deliberately worked for years to cultivate specific traits. Attributes above 12 require an advantage that allows to pass the natural limit of 12. | + | |
| + | <span style="color:#696969">Each attribute has a value between 1 and 15.</span> In general, 3 is the lowest possible level of capability that an adult human can have and still function. 7 is human average. 12 is the upper limit of innate development. Values above 12 are reserved for individuals who have deliberately worked for years to cultivate specific traits. Attributes above 12 require an advantage that allows to pass the natural limit of 12. | ||
'''Attribute Values below 3''' | '''Attribute Values below 3''' | ||
| − | Any living, functioning human has at least minimal strength in each attribute. Consequently, a character who has a value of 0 in any attribute is dead, catatonic, paralyzed from the neck up, or otherwise not suitable for continued play. Attribute values of 1 and 2 describe weakness that most likely makes the character unsuitable for play.<br/> | + | <span style="color:#696969">Any living, functioning human has at least minimal strength in each attribute. Consequently, a character who has a value of 0 in any attribute is dead, catatonic, paralyzed from the neck up, or otherwise not suitable for continued play.</span> Attribute values of 1 and 2 describe weakness that most likely makes the character unsuitable for play. |
| + | |||
| + | === Skills<br/> === | ||
| + | |||
| + | '''''Qualifications, page 79''''' | ||
| + | |||
| + | '''Qualifications''' | ||
| + | |||
| + | <span style="color:#696969">Many skills encompass broad areas of human endeavor. In the case of some of these skills, it is not realistic to assume that a character who is trained in the basics of the skill, even to a<br/>high degree of proficiency, is familiar with all possible nuances of the skill. Qualifications represent the borders or fringe cases of a skill. In a case where a base skill allows a limited range of actions, a qualification expands the ways in which a character can apply that skill. For example, not all doctors are thoracic surgeons, so the base Medicine skill does not include surgical techniques. However, a character with the Medicine/Surgery qualification is qualified to perform such invasive procedures. Some skill checks require any character that attempts them to have one (or, very rarely, more) qualification for optimum results. It is possible, albeit difficult and often dangerous, to attempt a task without possessing a qualification that it requires.</span> If a character attempts any such task without all required qualifications, his effective rating in the skill is reduced by levels equal to the Qualification Penalty of the qualification in question (the value of a Qualification Penalty is gives for each qualification, and is listed in the skill list after the name of the qualification | ||
| + | |||
| + | <span style="color:#696969">Example: Erin and Shane both have Expert ratings in Medicine. However, Erin also has the Medicine/Surgery qualification, while Shane does not. If presented with a task that requires Medicine/Surgery, Erin applies her normal skill rating, but Shane attempts the roll as if he only had a Novice skill rating. With the GM’s approval, a character may acquire a qualification<br/>of the player’s own devising in order to represent unusual proficiency with a rare or unusual aspect of a skill that normally would fall outside common modernly-practiced knowledge. Such qualifications should be limited in scope and utility. We caution the GM to be wary of players who request combat-useful custom qualifications for non-combat skills (i.e. Animal Husbandry/War Elephants, Construction/Medieval Siege Engines, Electronics/Particle Beam Weapons).</span><br/> | ||
Revision as of 12:50, 24 September 2011
The ReAction system is a modified, updated version of the Reflex System, the rules system that Twilight: 2013 uses.
The following sections will replace or add to to the rules described in the Twilight 2013 core book.
Attributes
Page 77, Attributes
Each attribute has a value between 1 and 15. In general, 3 is the lowest possible level of capability that an adult human can have and still function. 7 is human average. 12 is the upper limit of innate development. Values above 12 are reserved for individuals who have deliberately worked for years to cultivate specific traits. Attributes above 12 require an advantage that allows to pass the natural limit of 12.
Attribute Values below 3
Any living, functioning human has at least minimal strength in each attribute. Consequently, a character who has a value of 0 in any attribute is dead, catatonic, paralyzed from the neck up, or otherwise not suitable for continued play. Attribute values of 1 and 2 describe weakness that most likely makes the character unsuitable for play.
Skills
Qualifications, page 79
Qualifications
Many skills encompass broad areas of human endeavor. In the case of some of these skills, it is not realistic to assume that a character who is trained in the basics of the skill, even to a
high degree of proficiency, is familiar with all possible nuances of the skill. Qualifications represent the borders or fringe cases of a skill. In a case where a base skill allows a limited range of actions, a qualification expands the ways in which a character can apply that skill. For example, not all doctors are thoracic surgeons, so the base Medicine skill does not include surgical techniques. However, a character with the Medicine/Surgery qualification is qualified to perform such invasive procedures. Some skill checks require any character that attempts them to have one (or, very rarely, more) qualification for optimum results. It is possible, albeit difficult and often dangerous, to attempt a task without possessing a qualification that it requires. If a character attempts any such task without all required qualifications, his effective rating in the skill is reduced by levels equal to the Qualification Penalty of the qualification in question (the value of a Qualification Penalty is gives for each qualification, and is listed in the skill list after the name of the qualification
Example: Erin and Shane both have Expert ratings in Medicine. However, Erin also has the Medicine/Surgery qualification, while Shane does not. If presented with a task that requires Medicine/Surgery, Erin applies her normal skill rating, but Shane attempts the roll as if he only had a Novice skill rating. With the GM’s approval, a character may acquire a qualification
of the player’s own devising in order to represent unusual proficiency with a rare or unusual aspect of a skill that normally would fall outside common modernly-practiced knowledge. Such qualifications should be limited in scope and utility. We caution the GM to be wary of players who request combat-useful custom qualifications for non-combat skills (i.e. Animal Husbandry/War Elephants, Construction/Medieval Siege Engines, Electronics/Particle Beam Weapons).