• No se han encontrado resultados

Componente uniforme de la temperatura del tablero .1 Temperatura máxima y mínima del aire

BOLETÍN OFICIAL DEL ESTADO

4.3 ACCIÓN TÉRMICA

4.3.1 ACCIÓN TÉRMICA EN TABLEROS

4.3.1.1 Componente uniforme de la temperatura del tablero .1 Temperatura máxima y mínima del aire

In some campaigns, GMs may find that Move- ment Skill Levels are too useful. They not only improve a character’s Turn Mode, they can also sometimes improve his DCV while he’s moving, help him to accelerate and decelerate, and so on. That’s a lot of utility for 2 Character Points per Level! If this is causing problems in the campaign, the GM should increase the price of “MSLs” — at least to 3 Character Points per Level, and possibly 5, for Levels that only apply to one type of move- ment, and at least to 5 Character Points for Levels that apply to all modes of movement.

Alternately, the GM could change the cost of Movement Skill Levels for a single Movement Power based on the Power they apply to, since they’re more useful for some Movement Powers than others. The accompanying table has a list of suggested costs.

AlTERnATE mOvEmEnT

SKIll lEvElS

power Cost per 1 Movement skill Level Extra-Dimensional

Movement

N/A

FTL Travel N/A

Gliding 3 Character Points Flight 3 Character Points Leaping 2 Character Points Running 2 Character Points Swimming 2 Character Points Swinging 2 Character Points Teleportation 2 Character Points Tunneling 1 Character Point

advanced player’s guide n Chapter two 41

Trading

The most common use for Trading is to negotiate prices for goods, commodities, services, and other things someone can buy or sell. Each character in the negotiation wants to obtain the best price or terms for himself, so this is a Trading Versus Trading Contest (if one character doesn’t have Trading, he can make an INT Roll at -2). You can handle the specifics of the bargaining in one of three ways. Each of them has a Base Time of 1 Turn, but the GM can raise this if necessary based on the circumstances.

set priCe starting point

The first (and generally simplest) method is for the GM to determine a fair market price for the item or service in question as a “baseline” for the negotiations. The character who wins the Contest gets that price, +10% per point he won the Contest by if he’s selling or -10% per point he won the Contest buy if he’s buying.

However, there are two caveats to this. First, the GM may set some minimum or maximum price; characters shouldn’t be allowed to use Trading to obtain ridiculous bargains or charge absurd prices. Second, Trading is not Mind Control. Normally you should let the Trading roll determine the outcome of a price negotiation. But ultimately either character can choose to walk away from the deal regardless of what the dice say if that’s the most appropriate thing to do based on common and/or dramatic sense.

diFFering starting priCes

The second method is for each character involved in the negotiation to set a starting price. If both agree, the deal is made — but usually the seller’s proposed price exceeds the buyer’s proposed offer. (If the seller’s stated price is lower than the buyer’s offer, the deal takes place at the seller’s price.) The characters then engage in a Trading Versus Trading Contest. The loser of the Contest must adjust his proposed price by a minimum of 10% of the buyer’s proposed offer per point he lost the Contest by — the seller adjusts downward (i.e., lowers his price), while the buyer adjusts upward (i.e., raises his offer). The loser may adjust his price/offer by a greater amount if desired (perhaps to bring the deal to a quick conclusion). The adjusted price becomes a new threshold for that character — even if that character wins one of the future rolls, he can’t re-adjust his price back to its starting total. (The same applies to all future rolls.)

Now the characters have another Trading Versus Trading Contest, with the same results (but governed by the threshold rule stated above). This goes on until the two agree on a price or one party gives in and agrees to the other’s latest offer. Regardless of the dice rolls, at no time does the buyer have to raise his offer above the seller’s current price, or the seller lower his price below the buyer’s current offer — if that happens, the current price/offer takes effect.

Example: Stonehand the Dwarf and Azarath

the Mage are negotiating a sale — Stonehand wants to pay Azarath to enchant his bracers so that they allow Stonehand to attack more swiftly. Stonehand offers 200 silver royals for the job; Azarath counters with 600 silver royals. They now engage in a Trading Versus Trading Contest. Azarath’s roll succeeds by 6 and Stonehand’s by 3, so Stonehand must raise his offer by ((6-3) x 10% of buyer’s offer =) 60 silver royals, to 260 royals. That’s still not enough for Azarath, so the Contest goes on. The next round Stonehand makes his roll by 4, while Azarath fails. Therefore Azarath must lower his asking price by ((4-0) x 10% of buyer’s offer =) by 80 silver royals, to 520 royals. The two are getting closer, but they’re not in agreement yet. Negotiations continue....

no sKiLL Contest

Alternately, the GM can use the first method but dispense with the Trading Versus Trading Contest and just let the PC make his Trading roll. If the roll succeeds exactly, the character pays the GM-set fair market price (if buying) or receives it (if selling). If he succeeds by more than that, for each point he succeeded by he lowers (if buying) or raises (if selling) the price by 10%. If the roll fails, for each point it fails by he raises (if buying) or lowers (if selling) the price under the impres- sion he’s getting a bargain or making a killing. The same restrictions and guidelines as for the first Contest method apply.

ModiFiers

Several circumstances can modify Trading rolls to negotiate prices. Unusually high or low demand affects prices, though the GM should determine whether the seller’s or buyer’s roll is modified (both are not, just one). If the goods are obviously stolen or illegal (the buyer can make a Streetwise roll, or an INT Roll at -2, to figure this out), that tends to put the buyer in a better position — it gives him another negotiating point in his favor and puts pressure on the seller to get rid of the “hot” items as soon as possible.

negotiating deaLs

Characters can also use Trading to negotiate deals, contracts, agreements, and other business arrangements. You can handle this like a price negotiation, except that the parties are dickering over terms of the agreement rather than prices. The loser in the Trading Versus Trading Contest has to concede some point of contention rather than alter his price; the GM determines what constitutes a valid concession. Typically nego- tiating deals has a Base Time of 1 Hour, but the GM may reduce this for easy deals or raise it for complex ones.

42 n skills, perks, and talents hero system 6th edition

Documento similar