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TRANSPARENCIA Y HONRADEZ EN EL EJERCICIO DEL GASTO

CAPÍTULO III DE LOS MUNICIPIOS

TRANSPARENCIA Y HONRADEZ EN EL EJERCICIO DEL GASTO

 Archery   FAMX

Use and construction of bows, arrows, and crossbows.  Athletics   FAMX

Running, climbing, swimming, throwing, dodging, and gymnastics.

Precision +2 to +4 DIFF

Stunts requiring delicate movements such as walking on narrow ledges, swimming between sharp coral, and back flips. The director should adjust the risk  accordingly.

Sling +2DIFF

Hurling items at a target from a sling-like pouch.

Evade +1DIFF

Dodging incoming projectiles while running in a zig- zag motion or erratic pattern. This is a resisted action, affecting the difficulty of the attack.

Dive +2DIFF

Plunging head first away from an area or into a body of  water. The risk of falling is gauged by the height of the dive.

Dive for Cover +1 DIFF

Getting under cover as quickly as possible. This takes an entire turn and can also be used as a dodge with a +1 DIFF.

Roll +2/+4DIFF

Rolling can be used to lessen injury received from falls by one grade. It can also help a character restore balance. The difficulty is +2 if the cause of the fall did not inflict injury, otherwise it is +4.

Unarmed Block 

Block a weapon with bare hands. Precarious risk if  weapon inflicts fatigue or disastrous if it causes injury.

Brawling   FAMX Punching, kicking, parrying, and wrestling. See

Advanced Combat for more rules regarding Brawling.

Wrong Hand +2 DIFF

Strike with character’s off-hand.

Precision +2 DIFF

Strike to a particular location.

Sweep +2DIFF

Sweep legs of opponent to cause him to fall.

Unbalance +2 DIFF

Grappling attack to cause the opponent to fall. Pin

Keep opponent immobile. Contested against fitness. Constrict

Strangle opponent. Contested against fitness.

Disarm +2DIFF

Make opponent lose grip on weapon. May be contested by fitness.

SKILLS OF THE TIMES

F fantasy settings 16th century and older A antique settings

17th - 19th centuries M modern settings

20th - 21st centuries X science fiction settings

22nd century and up

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Disarm +3DIFF

Take weapon away from opponent. May be contested by fitness.

Driving MX

Operation and maintenance of automobiles,

motorcycles, and trucks. See Vehicles for more rules regarding Driving.

Nudge

Push another vehicle off the road. Risk of collision. Ram

Steer vehicle into another. Risk of collision and flammable.

High Speed Maneuvers +2 to +4 DIFF

Controlling the vehicle at high speeds. Risk of collision. Maintenance

Uses reasoning. Makeshift Repairs

Restore one grade of structural damage without the aid of a fully equipped garage. The difficulty is dependent on the extent of damage. Uses reasoning.

Firearms AMX

Operation and maintenance of pistols, rifles, shotguns, and submachine guns. See Advanced Combat for more rules regarding Firearms.

Wrong Hand +2 DIFF

Shoot with character’s off-hand.

Precision +2 DIFF

Aim and shoot weapon at a particular location.

Quickdraw +1 DIFF

Ready weapon and shoot in same turn. Requires expenditure of two points of effort from awareness or fitness.

Maintenance Uses reasoning.

Heavy Weapons MX Operation and maintenance of machine guns, grenade launchers, and mortars. See Advanced Combat for more rules regarding Heavy Weapons.

Precision +2 DIFF

Shoot weapon at a particular location. Maintenance

Uses reasoning.

Jousting F

Using a lance on horseback.

Melee   FAMX

Use of knives, swords, staves, axes, and clubs. See Advanced Combat for more rules regarding Melee.

Wrong Hand +2 DIFF

Use weapon with character’s off-hand.

Precision +2 DIFF

Use weapon to strike a particular location.

Sweep +2DIFF

Sweep legs of opponent with weapon, causing him to fall.

Quickdraw +1 DIFF

Ready weapon and use it in same turn. Requires expenditure of two points of effort from awareness or fitness.

Disarm +2DIFF

Make opponent lose grip on weapon. May be contested by fitness.

Piloting (aircraft)* MX Operation and maintenance of airplanes and

helicopters.

High Speed Maneuvers +2 to +4 DIFF

Controlling the vehicle at high speeds. Risk of collision. Maintenance

Uses reasoning. Makeshift Repairs

Restore one grade of structural damage without the aid of a fully equipped hangar. The difficulty is dependent on the extent of damage. Uses reasoning.

Piloting (spacecraft)* MX Operation and maintenance of starships and space shuttles.

Ram

Steer vehicle into another. Risk of collision.

Atmoshpheric Maneuvers +1 to +3 DIFF

Controlling the vehicle at high speeds. Risk of collision. Pilot craft in the atmosphere.

Maintenance Uses reasoning. Makeshift Repairs

Restore one grade of structural damage without the aid of a fully equipped space dock. The difficulty is dependent on the extent of damage. Uses reasoning.

DAMAGE DIFFICULTY   dented trivial impaired routine breached challenging compromised improbable wrecked impossible DAMAGE DIFFICULTY   dented trivial impaired routine breached challenging compromised improbable wrecked impossible

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Piloting (watercraft)* MX Operation and maintenance of motorboats, yachts, and trawlers. See Vehicles for more rules regarding Piloting.

Nudge

Push another vehicle into an obstacle. Risk of collision. Ram

Steer vehicle into another. Risk of collision and flammable.

High Speed Maneuvers +2 to +4 DIFF

Controlling the vehicle at high speeds. Risk of collision. Maintenance

Uses reasoning. Makeshift Repairs

Restore one grade of structural damage without the aid of a fully equipped dry dock. The difficulty is dependent on the extent of damage. Uses reasoning.

Riding   FAMX

Controlling horses and other riding animals.

Wild Animals +2 DIFF

Controlling or riding wild, untamed animals. Risk of  falling if riding the animal.

Training animals +1 DIFF

Uses reasoning.

Sailing   FAMX

Operation, navigation, and maintenance of sail boats.

Maintenance Uses reasoning. Makeshift Repairs

Restore one grade of structural damage without the aid of a fully equipped dry dock. The difficulty is dependent on the extent of damage. Uses reasoning.