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7. CARACTERIZACIÓN Y FUNCIONES DE LA BOLSA DE EMPLEO WEB DE

7.3 FUNCIONES DE LA BOLSA DE EMPLEO WEB SEGÚN LINEAMIENTOS

7.3.2. Resultados obtenidos de las encuestas realizadas a los Coordinadores

As with any system, there are a few special situations or conditions that merit an extra note or a more detailed explanation. This section provides it.

Brawling: Any character may make an untrained/unskilled

hand-to-hand attack. This type of attack is also known as a Brawling attack The Attack Bonus for such attacks is the sum of the character’s Strength and Dexterity bonuses plus any appropriate modifiers. Unarmed Brawling attacks use only the Basic Punch and Basic Kick Combat Moves normally.

Called Shots: There will be times when a player wishes his

character to hit a specific portion of his foe. This is what is known as a Called Shot. To make a Called Shot, the player will apply a negative modifier to his attack roll, based on where he is trying to hit. Attacks against the arms or legs receive a -4 modifier. Attacks against the head receive a -8 modifier.

If the attack is successful, the defender does not receive his full AR against the attack. Instead, he receives double the AR of any armor worn on that specific location, and that number is subtracted from any damage dealt.

Additionally, depending upon the location and the total amount of damage dealt, other effects can occur as follows:

Arms/Legs: Every successful strike against a limb will give

the character hit a -2 modifier to all actions involving that limb. Should he also take a total amount of damage to that limb greater than his Constitution Stat Value, the limb will become useless.

Head: For this type of Called Shot, the character making

the attack will earn one extra Boon Point whenever the total amount of damage dealt to the head exceeds an increment equal to the target’s Constitution Stat Bonus + 5. Thus, exceeding double this number results in 2 extra Boon Points. These extra Boon Points may only be spent on Boons that impair the target’s judgement or consciousness (i.e. Dazed, Stunned, Death Strike, etc.).

PlayeR’s/gm’s section

Canceling an Action: During a round, an action declared

by a character may be canceled at any time prior to its resolution. A character who has canceled his action(s) for the round may perform one of the following:

• Melee with half his normal Attack Bonus • Move, using up to 3 Action Points. • Perform some other action modified by -5 • Cast an Instantaneous defensive spell. • Cast Counterspell

• Perform a Dodge or a Block

The new action is performed at the time that the old action was canceled. If the canceling and new action is declared at the same time as another character’s action,

then this new action will be resolved first. However, if the character’s canceled action included a melee attack against a foe; this new attack, if selected, may not be against that same foe.

Dodging: Occasionally, there will be a situation where the

character wants to just jump out of the way, or Dodge an attack outright. To perform a Dodge, the character makes a Save vs. Dex. If he is successful, then he gets a bonus to his DEF equal to 5 + 1 for every 3 points above the TN of the Save that his roll was. If the character has the skill Acrobatics, he make the Save using his total skill bonus rather than using his normal bonus for a Save if he prefers.

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oons BPs Result

1 Adrenal Surge (dx): Does additional damage equal to Strength Stat Bonus.

1 Bleeder: Foe starts bleeding, losing 1 hit per round (slashing and piercing weapons only).

1 Combat Shuffle: You are able to move yourself and your foe 5’ for each Boon Point spent.

1 Daze Foe: Foe is dazed 1 round (-4 to all actions).

1 Defensive Posture: Your attack leaves you in a better position. Gain +2 to DEF next round.

1 Disarm Foe: Foe has to make a Save vs. Str or his weapon goes flying 1’-10’ in a random direction. TN for the Save is increased by 1 for every Boon Point that the attack earned.

1 Initiative Boost: You gain +2 to your initiative in the next round.

1 Knock Prone: You knock your enemy prone. Any character making a melee attack against a prone foe gains +2 bonus on the attack roll.

1 Rapid Reload: You may immediately reload your bow without it costing any AP. May only be selected if attack was made with a bow.

1 Skilled Attack (dx): Does additional damage equal to your number of skill ranks in your weapon skill.

1 Strong Attack (dx): Does additional amount of damage equal to the Base Damage dealt.

2 Attack Boost: You gain +2 to your attack bonus in the next round.

2 Inspiring Attack: Your move so inspires your friends that they all gain +2 to initiative in the next round.

2

Lightning Attack: You can make a second attack against the same enemy or a different one within range and sight.

You must have a loaded missile weapon if making a ranged attack. Foe must be adjacent for a melee attack. This second attack is made with a -4 modifier to your attack bonus.

2 Pierce Armor: You find a chink in your enemy’s armor. His armor rating is halved (rounded down) vs. this attack.

2 Savage Attack: Does 1d10 additional hits of damage.

2 Severe Blow (dx): You do double damage. May not be combined with other damage multipliers (dx).

2 Stunning Blow: Foe is Stunned 1 round (and unable to act) if he fails Save vs. Con. The TN for the save is 15 + 1 for every Boon Point earned in the attack.

3 Dire Blow (dx): You do triple damage. May not be combined with other damage multipliers.

3

Dual Strike: Your attack is so strong it affects two targets. First, pick a secondary target. He must be adjacent to

you if you are using a melee weapon or within 30 feet of your primary target if you are using a missile weapon. Apply your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both foes). If you hit the secondary target, inflict your normal damage on him – no Boon Points are earned from this second attack.

3 Pierce Armor II: You find a chink in your enemy’s armor. His armor rating is one quarter normal (rounded down) vs. this attack.

3 Stunning Blow: Foe is Stunned 2 rounds (and unable to act) if he fails his Save vs Con.

4 Mortal Blow (dx): You do quadruple damage. May not be combined with other damage multipliers.

4 Pierce Armor True: You find a chink in your enemy’s armor. You completely ignore his Armor Rating for this attack.

5 Death Strike: Foe must make Save vs. Con or die. TN of Save is increased by 2 for every Boon Point that the attack earned.

PlayeR’s/gm’s section

Fast Attack: Melee attacks require a specific amount of activity to

perform. A single melee attack requires 4 AP, while a martial arts or natural attack requires 3 AP and multiple attacks require 5 AP. By making a Fast Attack, 1 AP is subtracted from the required amount, and the attack receives a -4 modifier.

Fighting Defensively: Sometimes a character will come up

against something that is more powerful than he is, and he will find that it can hit him, a lot more often than he likes. This is where Fighting Defensively comes into play. When doing this, the player is able to shift part of his Melee Combat Skill, for the weapon he is currently wielding, from his Attack Bonus to his DEF. Characters who are untrained in combat may only shift an amount equal to their stat bonus + 2 for that Combat Skill. Characters who have Combat Training I, may shift up to half of their Attack Bonus to DEF, and characters who have Combat Training II may shift up to their full Attack Bonus to DEF.

Characters who fight using Unarmed skills may shift their whole Attack Bonus to DEF when fighting against other Unarmed foes, but against armed foes, every 2 points moved from the Attack Bonus will result in a +1 to DEF unless the character is wearing proper equipment such as bracers or cesti.

Haste: Normally a character has only 5 Action Points to use

in a given round. However, some spells and items can Haste the character, giving him a total of 10 AP for the round. This may allow the character to declare multiple attacks. However, no amount of Haste will allow for casting more than one spell per round.

Holding an Action: Sometimes a player will want to hold off

performing his declared actions for a little while. In doing this, the character loses 1 AP from the total amount that he is allowed to use for the round. The character may then perform his actions at whatever initiative point he wants, so long as it is lower than the initiative that he rolled for the round. Should he decide to take action during the same initiative as somebody else, his actions will resolve first.

Improvised Weapons: There will be times when characters

will want or need to use unusual objects as weapons. The GM should determine what the improvised weapon most resembles, and then the character will either use his skill for that weapon or his Brawling attack bonus, whichever is higher, with a -4 modifier due to the inadequacy of the weapon for combat.

Improvised weapons should do damage one dice size smaller than the weapon that they most resemble.

Multiple Attacks from High Skill: As characters gain ranks

in their melee Combat Skills, they gain the ability to make multiple attacks. For every 10 points in a given skill, the character gains the ability to make an additional attack. The character’s Attack Bonus receives a modifier of -4 for each attack beyond the first, and a modifier of -2 for each foe beyond the first to be attacked (i.e. making 1 attack each against 2 foes results in a -6 to the character’s Attack Bonus, 2 attacks against a single foe has only a -4 modifier). The remaining Attack Bonus is then

split between the individual attacks however the player desires. Any modifiers for Fighting Defensively are also subtracted from the Attack Bonus before the player splits it between the individual attacks.

The Talent, Advanced Martial Training, supercedes this capability. This capability cannot be used with combat styles or skills that grant multiple attacks (i.e. Two Weapon Combo).

Multiple Attacks in 1 Round: There are some combat skills,

talents, capabilities or situations that will allow characters to declare and make multiple attack rolls in a single round. When this happens, the primary attack roll is made at the character’s initiative point, and any remaining attack rolls are made at the end of the round. In making multiple attacks, once the first of the attacks is made, the remainder must be made; the attack(s) can no longer be canceled.

Off-Hand Attacks: When a character learns to use a weapon, he

does so in a specific hand. Attempting to use that weapon in his other hand, or off-hand, will result in a -4 modifier being applied to the attack unless the character is ambidextrous.

One Handed Weapons in Two Hands: There are times

when a character using a one handed weapon may want to put a little extra oomph behind it by using both hands. In such cases, the character gains an additional +1 to the Strength Damage done by his attack.

Setting Initiative: A character may use 1 AP of his available

activity in a round to prepare for the next round of combat. In such cases, the character is treated as if he rolled a 20 on the 2d10 for determining his Initiative. This may not be done in a round in which the character has received a modifier for being surprised.

Simple & Complex Actions: While the Action Point table

provides a number of example actions, there is no way that it can cover all of the possibilities. When a player declares an action that is not on the Action Point table, the GM will have to decide if it is a Simple or a Complex Action. A Simple Action is just that, very simple. It usually involves only a single activity or goal and often requires only a simple, single movement to complete (i.e. drawing a weapon, picking something up off the floor, etc.). Simple Actions also rarely, if ever, require a roll of any sort. Simple Actions will normally take from 1 to 2 AP to perform.

Complex Actions, on the other hand, usually require somewhere between 2 and 5 AP to accomplish, and will often require a roll to successfully complete. Some examples include changing weapons, applying first aid, starting a fire, or other actions that involve multiple or complex motions to complete.

In both cases, it is up to the GM to determine which category the declared action belongs to, and how many AP are required to complete it.

Simultaneous Actions: There are times when players will

want to attempt to perform multiple actions at the same time. Usually, this is a combination of wanting to perform and action while moving. Simultaneous Actions often combine two or more normal actions that do not usually require any sort of roll on their own, such as moving across a room and picking up an item from the floor.

PlayeR’s/gm’s section

By combining the actions into a Simultaneous Action, these normal actions may end up requiring a roll to make sure all are completed properly.

When the player declares what he wants to do, the GM needs to first decide if the actions can or cannot be performed at the same time. He must then decide how many Action Points are required, and whether or not a roll of some sort is required.

The following example shows how one GM works this out.

Example: John, Mark, and Andy are playing

Fighters. John and Mark are in a 20’ x 20’ room. In the center of the room is an opening down to the next level. Andy has recently fallen through it. To one side of the opening, our intrepid heroes have begun to attach a rope to a spike driven into the floor to rescue Andy. Unfortunately, the hammering has attracted the attention of a small group of Orcs. Hearing them coming, John’s character has already scrambled to the door to attempt to hold them off while Mark continues to finish attaching the rope. Mark is 10’ from the door and the coil of rope is halfway between where Mark is attaching it to the spike and the doorway. The GM has determined that it is now time to begin the Combat Round, and he calls for the actions of the players after having them roll initiative. John and Andy have already declared their actions.

Mark: “I want my character to run to the door,

kicking the rope into the hole for Andy’s character along the way, and drawing his sword at the same time and then melee attack the Orcs with whatever percentage he has left.”

The GM’s thought process: “Well, drawing your

sword is 1 AP, and running to the door (10’ away) is also 1 AP. Since neither interferes with the other (i.e. feet and hands), I will let him do both at the same time as for 1 AP and not require a roll. Kicking the rope into the hole on his way across the room will slow him down a bit more, but not much, so we add in the base Action Point cost for a Simple Action of 1 AP to bring the total move across the room to 2 AP. However, I am going to require him to make a Save vs. Dex to accomplish this as kicking the rope could throw him off balance and mess up his later attack. He will have to make a Fast Attack, using 3 AP, and receiving a -4 to his Attack Bonus.”

What the GM says: “Okay, you can run to the

door, kicking the rope into the opening as a 2 AP action, however, you will need to make a Save vs. Dex to keep from stumbling. You can then make a Fast Attack at 3 AP, giving you a -4 modifier to your Attack Bonus.

As we can see from the example, the GM determined that drawing a sword and moving at the same time was possible, and only slows each other down slightly without requiring a roll. Kicking the rope into the opening as he is moving is what requires the roll, according to the GM’s reasoning. Moving and performing an action with his feet could upset his balance, thus the need for Save vs. Dex.

Situational Modifiers: Sometimes situations can occur

that interrupt the normal flow of activity. For example, if one combatant is holding a dagger to the throat of another, from behind, and threatens to slit his throat if that combatant or their friends make any moves, then it is quite likely that the combatant holding the dagger will be able to complete his act before those others could do anything. This can likely be reflected in a large initiative bonus and by ruling that the slicing of the throat would not be a normal attack, but a Simple or Complex Action requiring only a small portion of activity to accomplish, especially since the action is already poised to occur.

The possibilities for situations like this are too numerous to properly codify, but the GM needs to be aware that they can occur. If they do, then the GM will have to use his discretion and judgment in determining modifiers. Since modifiers larger than 20 imply situations beyond normal ability, the GM should generally keep such modifiers below that range unless they have a very good reason to do so.

Surprise: When two or more groups meet up with one

another and neither is explicitly aware of the other, both groups are required to make a single perception roll, using the character with the highest skill bonus. The results are determined as follows:

Groups A & B both succeed: Neither group surprised.

Group A succeeds, Group B doesn’t: Group A surprises

Group B.

Group B succeeds, Group A doesn’t: Group B surprises

Group A.

Groups A & B both fail Perception roll: Both groups are

surprised.

The rule above applies to two groups stumbling onto each other. If one group is aware of the other for more than a round before combat starts, they can set up to attempt an ambush of the other group.

If a group is surprised, it receives a -20 modifier to Initiative, and if this puts an individual character’s Initiative at or below zero, then that character will not be allowed to take action until the following round. If the character is allowed to act, then they are limited to performing only those actions allowed when Canceling

an Action (p. 33).

When attacking a person who is surprised, the attacker gains a +4 modifier to his Attack Bonus.

PlayeR’s/gm’s section

magic

In Novus, magic is both simple and complex at the same time. It is simple because here, in the core rules, we provide you with a set of Codified spells that your spell caster can learn and use in a very easy manner.

It is complex because these Codified spells were created a more flexible set of underlying rules that allows for both the